Hi, I’m Jake Birkett, owner of Grey Alien Games. I produce, design and program Indie games.
In 2005, after nearly a decade of developing stock control and accounting systems for bookshops in the UK, I formed my own company in a bid to realise a lifelong dream to make games! Thirteen years later I have eleven games under my belt including Shadowhand, Regency Solitaire, and Spooky Bonus.
Having been both an Independent developer and an employee in the casual game industry at Big Fish Games, I can offer my perspective of these different approaches and am knowledgeable about running a business. Due to the small manageable nature of downloadable casual games (they typically take 3-12 months to make with only a handful of team members), I have experience with every stage of the development process from design and implementation to testing and localisation.
I have been playing games all my life and love to put my experience to good use by making great fun games. As well as brainstorming new ideas with other designers I enjoy honing the fine details to give games that all-important polished feel.
I’m also the co-founder of Full Indie, a Vancouver-based meetup group for indie game developers, and I run Full Indie UK.
How do you choose which game to make next? These are three factors you should definitely consider.
I recently asked developers to share their Steam wishlist-related data because I wanted to know the relationship between wishlists at launch and sales at launch. Here's what I found out.
Recently I asked a bunch of devs how their week one revenue on Steam compared to their year one revenue. I was interested to see if the first week could in any way be a decent predictor of longer term sales.
Recently I asked indies on Twitter for their sustainability tips and have collated the results in this post.
I did an analysis of 3 of my games to see the breakdown in sales per platform. I had a gut feeling that PC way outperformed Mac and mobile but I wanted to 100% confirm that. This post has all the juicy details and charts!
[News - 06/27/2019 - 10:56]
Yeah all my games have ...
Yeah all my games have higher deletions than sales, except for Ancient Enemy which is unreleased and still gained more than were deleted though deletions did go up .
[Blog - 12/05/2018 - 09:25]
Fascinating read thanks Terry. The ...
Fascinating read thanks Terry. The enemy AI in Shadowhand basically uses an algorithm with lots of rules like your first AI for DD , so it is entry level compared to this stuff. But it does hold up and cover some scenarios where it might have looked silly otherwise.
[News - 12/04/2018 - 08:13]
Yes, this is my understanding ...
Yes, this is my understanding of it to. We saw a big drop in Discovery Queue which is a sub-category of Other Product Pages, and that has remained since the fix and various tweaks they made later in Oct. Also many people have seen Home Page traffic drop too not ...
[Blog - 08/30/2018 - 10:35]
[Blog - 10/08/2018 - 12:59]
Hi Mark. r n r ...
Hi Mark. r n r nWell the issue is how big is the market because a market of 1 e.g. yourself or your mum/mom isn 't going to sustain a business. So I would say that not every game has a viable market. r n r nI still see people ...
[Blog - 05/04/2018 - 04:03]
Thanks for sharing Josh. Your ...
Thanks for sharing Josh. Your game bucks the trend in that it 's a Roguelike with a low ratio. But it does have a super high review score which might help. Also fans of course. I have asked for reviews several times as well and it works. Not in a ...