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2015

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Documents about 2015

Cover of So I got this email...
25 min
Thomas Brush25 min

So I got this email...

The provided text details the personal and professional struggles of an independent game developer navigating the financial and psychological pressures of the industry.

  • Independent game developers should prioritize securing traditional, full-time employment to decouple creative output from immediate survival needs and financial desperation.
  • Relying on viral success or influencer marketing is an unreliable business strategy, as even high-performing game launches often fail to generate sufficient revenue to cover living expenses and debt.
  • The pressure to achieve commercial success to solve personal financial crises can stifle creativity, leading to the development of 'soulless' products that lack long-term engagement.
Thomas BrushApr 2019
Cover of Nutaku on adult games as a credible alternative for developers
23 min
PocketGamer.biz23 min

Nutaku on adult games as a credible alternative for developers

The adult gaming sector offers a viable, high-growth alternative for developers struggling with the oversaturation and high user acquisition costs of mainstream platforms like Steam or Google Play.

  • Nutaku provides a high-growth alternative to mainstream platforms like Steam, addressing market oversaturation by offering a dedicated distribution channel for adult-oriented games.
  • The platform experienced significant scale between 2015 and 2018, growing from one million to over 20 million registered users and reaching 123 million visits by late 2018.
  • Financial performance in the adult sector is robust, with top-grossing titles generating over $4 million in annual revenue and maintaining tens of thousands of daily active users.
PocketGamer.bizFeb 2019
Cover of Housemarque on battle royale with cheese
12 min
PocketGamer.biz12 min

Housemarque on battle royale with cheese

Housemarque’s development of the title Stormdivers represents a strategic pivot from the studio’s traditional arcade-focused heritage toward the competitive battle royale genre.

  • Housemarque is pivoting from its arcade-focused heritage to the battle royale genre with the development of Stormdivers, a project initiated in 2015.
  • The studio aims to differentiate Stormdivers in a saturated market by replacing static map design with dynamic, randomized environmental events like tornadoes and volcanic eruptions.
  • Core gameplay mechanics prioritize high-intensity action, utilizing class-based movement systems such as jetpacks and gliders to emphasize verticality.
PocketGamer.bizOct 2018
Cover of The big three – China, Korea, and Japan Markets Uncovered
31 min
PocketGamer.biz31 min

The big three – China, Korea, and Japan Markets Uncovered

The mobile gaming markets in China, South Korea, and Japan represent the most significant revenue drivers in the global industry, accounting for every mobile game that generated over $1 billion in revenue during 2017.

  • The Chinese mobile gaming market is the world's largest, with over 550 million users and annual revenue exceeding $100 billion as of 2017.
  • Asian gaming markets exhibit significantly higher engagement, with average daily play times reaching six hours compared to 1.5 hours in Western markets.
  • Successful entry into Asian markets requires high content intensity; developers should have at least three months of content ready at launch to support rapid updates every two weeks.
PocketGamer.bizMar 2018
Cover of Unconventional Wisdom on Creating a Passionate Community
25 min
Game Developers Conference25 min

Unconventional Wisdom on Creating a Passionate Community

The primary objective of this presentation is to outline unconventional, effective strategies for cultivating a passionate and creative gaming community.

  • Community management should be treated as a series of human-centric relationships rather than a transactional marketing function to drive long-term brand advocacy.
  • Establishing a zero-tolerance policy for harassment and publicly defending community members against toxic behavior is essential for maintaining a culture of inclusivity.
  • Providing a human face for the brand through initiatives like YouTube Q&As creates a 'Senpai noticed me' effect that significantly increases individual fan engagement.
Game Developers ConferenceJan 2018
Cover of There is money to be made from attending conferences
20 min
PocketGamer.biz20 min

There is money to be made from attending conferences

The primary purpose of this analysis is to demonstrate the tangible financial and professional benefits for game developers who actively participate in industry conferences.

  • Strategic attendance at industry conferences like Pocket Gamer Connects directly correlates with significant revenue, with one regional cluster generating over 1 million euros in combined investment and contract revenue between 2015 and 2017.
  • Conference participation acts as a critical pipeline for growth, where initial networking often leads to subcontracting work that builds the operational credibility necessary to secure later seed funding or publishing deals.
  • International hubs such as London and Helsinki provide essential access to global capital markets, including investors from China, South Korea, and various European nations, which compensates for limited local investment options.
PocketGamer.bizDec 2017
Cover of One game developer discusses the road to 10 million downloads
20 min
PocketGamer.biz20 min

One game developer discusses the road to 10 million downloads

The journey of independent mobile developer Tuomas Erikoinen, operating under the studio name Part-Time Monkey, illustrates a high-velocity, iterative approach to game development that resulted in 15 million total downloads.

  • Independent developer Tuomas Erikoinen achieved 15 million total downloads by prioritizing rapid prototyping and platform featuring over paid user acquisition.
  • The studio's most successful title, Space Frontier, reached 10 million downloads through a collaboration with publisher Ketchapp, while Breakout Ninja secured over 2 million downloads.
  • Development cycles are kept short, ranging from two weeks to three months, utilizing proprietary Unity tools to automate UI, level design, and in-app purchase management.
PocketGamer.bizDec 2017
Cover of The GDC 2015 Live 2D Animation Demo
54 min
Game Developers Conference54 min

The GDC 2015 Live 2D Animation Demo

The creation of high-fidelity 2D animation for fighting games requires a meticulous balance between traditional artistic principles and the rigid technical constraints of gameplay mechanics.

  • High-fidelity 2D fighting game animation requires a 30fps workflow where frame holds are precisely adjusted to align with combat timings for optimal responsiveness.
  • Dynamic impact is generated through manual simulation of secondary motion, such as hair and cape movement, to compensate for the lack of procedural physics in 2D engines.
  • Visual clarity during high-speed sequences is maintained by utilizing classic animation techniques like torso twisting, limb delay, and smear frames to bridge key poses.
Game Developers ConferenceDec 2017
Cover of Three Years of Tilt Brush
60 min
Game Developers Conference60 min

Three Years of Tilt Brush

Tilt Brush originated as a serendipitous byproduct of a virtual reality chess experiment, where debug trails were repurposed into a functional 3D painting tool.

  • Tilt Brush originated as a two-day prototype created from debug trails in a VR chess experiment, demonstrating the value of repurposing game development assets.
  • The project successfully transitioned from an independent studio to a Google-backed product by applying agile gaming workflows like particle rendering and rapid iteration to non-gaming VR.
  • To scale development after the 2015 Google acquisition, the team launched an Artist in Residence program involving 60 professional creators to stress-test features and inform product direction.
Game Developers ConferenceNov 2017
Cover of The Story of Transformice: An Indie Game with 70 Million Players
34 min
Game Developers Conference34 min

The Story of Transformice: An Indie Game with 70 Million Players

Transformice emerged from a brief three-week prototype to become a global phenomenon, ultimately attracting 70 million players through viral growth, extensive localization, and consistent seasonal engagement.

  • Transformice grew from a three-week prototype to a global title with 70 million players, primarily through viral growth and extensive localization.
  • A sudden Google AdSense ban forced a pivot to a free-to-play, cosmetic-focused monetization model, which generated over $1 million in microtransactions within six months.
  • The studio remains a 'one-game studio' with 99% of its total revenue derived from Transformice, as subsequent releases have failed to replicate its initial success.
Game Developers ConferenceAug 2017
Cover of Cinematography for Art Directors
25 min
Game Developers Conference25 min

Cinematography for Art Directors

In this 2015 presentation, Naughty Dog’s Robh Ruppel explores the intersection of cinematography and game art, arguing that game developers must move beyond mere technical replication of reality to embrace deliberate, artistic visual storytelling.

  • Art directors must treat the game screen as a curated canvas for intentional design rather than a passive recording of 3D space to achieve high-level visual storytelling.
  • Game developers should map lighting and color palettes directly to the emotional beats of the script to ensure visual cohesion.
  • Cinematographic techniques such as high-contrast lighting, silhouettes, and framing devices are essential tools for isolating characters and guiding player focus.
Game Developers ConferenceApr 2017
Cover of Classic Game Postmortem: Oregon Trail
62 min
Game Developers Conference62 min

Classic Game Postmortem: Oregon Trail

The Oregon Trail originated in 1971 as a classroom simulation designed to transform history education through interactive technology.

  • The Oregon Trail was created in 1971 by student teachers Don Rawitsch, Bill Heinman, and Paul Dillenberger to shift educational computing away from math-centric applications toward interactive history simulations.
  • The game achieved significant commercial success after moving to the Minnesota Educational Computing Corporation (MECC), eventually accounting for one-third of the company's annual revenue.
  • Developers enhanced the game's historical authenticity by integrating primary source materials from historical diaries, which helped facilitate its widespread adoption in schools.
Game Developers ConferenceMar 2017