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Showing posts with label research. Show all posts
Showing posts with label research. Show all posts

Friday, August 15, 2014

Game Lifecycle Model


So, there i was, thinking about my game lifecycle model and drawing this:

This would be a perfect cycle as i see now, releasing a game every month. At first, the development time might be longer, as i am still learning libgdx. Then, i should concentrate only on important stuff. 25 days should me more than enough to create a simple quality game. Keep in mind that Flappy Bird was created in 3 evenings after work, thats the type of games i will be concentrating on : simple, easy, fun casual games.

P.S. this is for a hobby-like project, with time spent after work at evenings! 

Thursday, August 14, 2014

Motivation: Top Mobile Game Developers

While still having some doubts about my choice i was looking for some facts/motivation. Can i do it? Can i become a profiting game developer? Or is it a lost cause and i should think of something else?

Looking for answers to these questions i stumbled on an article about the 9 top mobile game developers. The last of them makes $100 000 000 per year! There are some who make $1 000 000 000. source

Numbers are astonishing. I think one could surely count on $100 000 per year. I mean a game development company, consisting of professionals. Not a single developer.

Why numbers are important? Because awesome games have huge budgets. You cant create an awesome brain-blowing game with no or small budget. You need a team of professional developers, designers, artists, etc. They need salary. Nobody will work for free, or for a percentage of future income.

So, the target now becomes to found a game development company. For that i need:
1) money
2) experience

Money earned from games, and experience how to make money with games. No point of hiring people and telling them to write games if you have no idea how to make this process profitable. I have to live through the lifecycle of a game. Will draw some visual later to represent my perception of this part.

When i will feel comfortable with this lifecycle model, and my games will be making profits, then will be the time to think about hiring somebody to speed up my work.

Thursday, August 7, 2014

Copying a popular game

Hi! I want to share my thoughts on one of a possible way of making money with games. For example take flappy bird and its clones. As we know, the creator of flappy bird earned around 50k usd per day on ads. I've read somewhere that his monetization strategy was very poor, his banner placement was in the worst possible place, a lot of opportunities to squeeze more value out of the game were missed. So what i can think, that with proper monetization he could have been earning atleast twice that he did. Aleast.
And there was information that flappy bird clones, specially designed to make money, were making much more.
So, one of the paths that a game developer can take is to clone successful games and monetize the shit out of them. Probably with proper marketing, when some of the income of the game is spent on advertising the game, such a game could overtake the original game in popularity.
An interesting material to read next would be this question on stackoverflow: How closely can a game resemble another game without legal problems?
Looks like that game mechanics cannot be copyrighted. That means that you could do everything exactly like the original game, just use your own art/sounds.
Imagine cloning flappy bird, and implementing correctly placed ads, interstitial ads, exit ad-wall, in-game purchases and something more, instead of just one (!!) tiny banner.
Anyway, im keeping an eye on the next flappy bird.