I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it.
The basic reason your game company needs a marketing plan? Without a marketing plan, your game(s) will only reach a fraction of your target audience. Learn more.
A write-up of the notes from my GDC design talk, in which I call for more games with social simulation. By looking at existing games, I ask: rather than aspiring towards fully-formed 'believable' characters, what else can games say about people, and how?
A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now.
Google's recent support for age ratings certificates on Google Play highlights just how painful getting those same ratings for indie developers on console can be. Here's a primer on how to navigate getting your game rated for mobile and for console.
In this article I will discuss what types of testing I think should be done by a Scrum Team, and what types could be done by someone outside of the team.