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Not at all, but that is ok, because we got a kickass office. [IMG]
1. Build a studio of 30 people 2. Release 5 new games, on desktop and pc platform 3. Become hands off, and train next set of designers to take my...
1. Gross casual download sales exceed $5 million (Nope) 2. Build a team of 15 people (17!) 3. Complete a beta build of my legacy game (Haven't...
HOGs make alot of money if done right. Yes, huge competition, but also high consumption rate, so people will play your HOG. Question is do you...
-oops, double post-
Still possible. Lower budget, lower production quality, less profit. Next game: higher budget, better production quality, learn mistake from past...
And not everyone needs 100k to create a profitable casual download game. It can be done with only 20k. I know because that was how I started.
Download is dead and my company's been increasing by 50% each year. Talk about being lucky! :p
Of the three prototype, 'Get back to your half' is by far the best imo. I can see the female audience digging this.
Whoot! We created the sequel to one of the top selling HOG of last year. Our approach was to create a cinematic immersive adventure this time...
..or start at x% and move up the % based on work contributed, peaking at y%, where y=Min[(total hours work x his $/hr)/(conservative estimate...
I've worked with Somatone for the last four years. Great guys, not only do they give top notch work but are also committed to my projects. This...
There's not many of us who've been developing games since the Dexterity days and are still active now. Sad to see you go, but congrats landing a...
Fun fact: That translates roughly to 45 minutes of jailtime per pirated unit sold!
Echoing what Jake and Neil said, it is crucial to walk the long road and persevere despite poor performance from past titles - Just like one can't...
1999-2002 was like the wild west where anything goes. I remembered developing a $200 budget indie game called Ballmaster, where you control a...
That's tough. I'm on my 3rd straight year developing purely Hidden Object games so it's been an uphill battle. It's particularly harder compounded...
As tough as it is to stick to one game, with that kind of profit and growth isn't retirement just a few years away ;)
As the year is about to end, it is inspiring to hear Jake going back indie fulltime or the success of Cas had with the humble indie bundle. The...
Best of luck Jake! Will be keeping my eyes open on your projects :)