• Monetization Mobile Game

    10 Monetization Tips for Mobile Games in 2017

    Speak to anyone in the mobile gaming industry and the topic of conversation will always turn to one thing: monetization. Who can blame them? Statista predict that mobile games will generate $40.6 billion in revenue by the end of 2017. That’s more than double Facebook’s 2015 revenue. Not a number to sneer at. Perhaps more noteworthy […]

  • Why there’s no shame in indies making money

    There was a telling moment in the UK games development scene recently. A couple of years ago, the British Government lifted the lid on Games Tax Relief – a system designed to allow developers to claim back some game production costs, providing the game in question was identified as “culturally British”. After the initial rush […]

  • A new approach to marketing mobile games

    Mobile gaming is a fiercely competitive, fast changing field. Developers are under constant pressure to make games better. Meanwhile, advertising costs are climbing, as industry leaders like King Digital (maker of ‘Candy Crush’) buy up much of the available ad inventory via Facebook and Twitter. Start-up ‘Seriously’ is taking a more creative marketing approach. Founded […]

  • Game analytics for everyone – and links to other great talks!

    From the the 10th to the 12th of November I had the pleasure of attending the ninth annual Casual Connect Eastern Europe in Belgrade, Serbia, and the whole experience was a blast. It was the first time the conference was held in the beautiful Eastern European city. With over 1000 attendees from 51 different countries, […]

  • Soft touches on Clash of Clans monetization

    I’ve met a lot of fellow free-to-play-game developers recently and talking about games always eventually turns to monetization. Talking about monetization inevitably turns to the big successes in the market, including Clash of Clans. I love Clash’s monetization design, as it’s very simple to understand from the player’s perspective. It doesn’t enforce payment at any […]