As we dabble in how to "measure" PR, I thought I would share some insights on the past month and how (some) games were covered by media.
Why I'm doing open development on my next game.
What's the one thing that could help the developers create convincing, immersive game worlds? The answer might be counter-intuitive, but I am convinced the solution is just.
With a rapid-fire succession of layoffs and closures in the industry recently, this seems to be a relevant question. Are people an "Asset" or are they just "Consumables"? Many of us don't like the answer - and it isn't even sound business.
J.R.R. Tolkien on why we need, and love, escape.
A look back on how we designed and built our latest adventure app for children. Focusing on the design and art of this re-imagined story.
A postmortem of a year-long game-a-month project which aimed to create games that gave metaphorical hugs to the developer first and foremost, rather than to players.
An examination about communicating science on videogames to the public and gamers. What does it mean to social scientists and gamers alike.
We submit Intern Saga: Trademark Lawyer to the iOS app store and launched it for web and Android on Feb 6th; made in protest of King.com, the USPTO. One month later we were told that "The concept of the app is not the sort of app we want in the app store.
Applying past acquisition data to a linear optimizer lets you allocate your UA budget efficiently. We'll use the Excel solver linear optimizer to create the best allocation.
There's a reason Flappy Bird happened on iOS and not on the consoles. Access.
A blog about the importance of standing out, being original, avoiding looking like the other guy, etc. All from a guy who's still figuring this stuff out himself.