- ARPDAUPosted 13 years ago
- What’s an impressive conversion rate? And other stats updatesPosted 13 years ago
- Your quick guide to metricsPosted 13 years ago
Lessons learned: out with the old and in with the new
For the past 12 weeks, I have been serialising the Lessons Learned included in How to Publish a Game. A dozen gaming luminaries ranging from one-man indies to heads of big studios were kind enough to answer my questions on self-publishing. Thanks to every one of them, and you can check out their Lessons from the handy list below.
- Paul Farley of Tag Games
- Dene Carter of Fluttermind
- Daniel Jones (aka Deejay) of Binary Tweed
- David Amor of Relentless Studios
- James Brooksby of Doublesix Studios
- Chris Swan of Blitz Games Studios
- Dan Marshall of Zombie Cow
- Dave Castelnuevo of Bolt Creative
- Patrick O’Luanaigh of nDreams
- Mike Bergenstjerna of Mstar Games
- Charles Cecil of Revolution Software
- James Brown of Ancient Workshop
The Lessons Learned feature became a popular part of GAMESbrief. I now plan to continue it with all new content. I will keep it running for as long as there are developers happy to share their experiences with a wider audience.
if you are interested in participating, I ask everyone the same four questions:
- · What‘s been the best thing about self-publishing your game?
- · What’s been the worst thing?
- · What would you do differently if you did it again?
- · What advice would you give someone thinking about self-publishing for the first time?
Answers on a postcard to nicholas@gamesbrief.com. I hope to include you in future posts.
And come back next week, when the first new Lessons Learned will from the outspoken Cliff Harris of Positech, developer of Gratuitous Space Battles.