I’m a Product Manager with 4 years of experience working with some of Denmark’s most notable gaming brands. My product manager skills have been honed by a career and an education in project management, game design and programming, allowing me to develop keen development, planning and market analysis skills.
My previous positions have given me the opportunity to work in companies large and small, from a 100+ studio to a 5 person team. JIRA, Confluence, Excel and Unity are the tools of my trade.
Specialities: product management, sprint planning, game design.
You can check out my website here: www.darylh.com
I've quit playing my favourite free-to-play game after 3 years of daily play. Why? Do I regret it? How does it feel to leave a game that I've played so much?
Star Trek Timelines is a fine example of modern free-to-play monetisation and retention systems. I've been playing for two years, and I'd like to talk about how those systems work.
In the western world there are two main app stores, Apple's App Store and Android's Google Play Store. Here are the lessons I've learned over the years about working with those store dashboards.
With mobile games generating billions in revenue, it’s no surprise that publishers from the world of PC and console games want in on the action, each trying to bring their existing IPs to touchscreens. Let's look at some great and awful ways of doing it.
Pokémon Go has revitalised the ARG genre and has brought the franchise back to the public consciousness. But with Pokémon popping up everywhere, who owns the digital version of your physical real estate? Can you avoid the Poke-players?
With publishers now advertising paid downloadable content months, or even a year in advance of a game's release, what opportunities has this opened up for developers and publishers going down a different route?
[Blog - 12/18/2017 - 10:08]
[Blog - 05/29/2015 - 03:03]
Of course, but some of ...
Of course, but some of this DLC can be toggled on and off inside the game. The same could be done if they were updates.
[Blog - 02/26/2013 - 06:08]
I started off learning to ...
I started off learning to mod, because I was playing an RTS and found some awesome units on a modding website that I wanted to include. I then followed this hobby up by pursuing an education in game design. I found a lot of value from both areas, and agree ...
[News - 02/25/2013 - 06:07]
So the idea of making ...
So the idea of making games loved by the masses is to have them designer and produced by the masses Gotta love that way of working, the benefits of being indie.