Gamer-in-Residence for Connect Ventures. Former Executive Producer for Legendary: Heroes Unchained & Tetris, former Lead Designer on Legendary: Game of Heroes. Podcast host for Deconstructor of Fun. Loves Ratchet & Clank, Smash TV and Persona 4: Golden. Still plays PS Vita.
Back in August, Natural Motion made big headlines when it was reported that their hit game, CSR Racing, had surpassed $12 million in monthly revenue. The drag racer spent most of the month of July dominating the iOS top grossing chart and enjoys a position in the top 25 on both iPhone and iPad today. Based on my model for iPhone/iPad revenue, I estimate that CSR Racing has generated a little over $5 million in worldwide sales in the […]
Over the past year and a half as a monetization design consultant, one of my core tenets is to make purchasing present. Perhaps the biggest missteps I see in games with IAP is that the developer appears like they are doing everything possible to obscure the fact that a player can spend money within the game. When I get in front of audiences at GDC and other events, I coach that IAP are like banner ads: one must […]
Slides and audio from New approaches to free-to-play game design, my game monetization talk presented at GDC Next ’14 in Los Angeles. Here is the talk description: Too often, a game team chooses the free-to-play business model without truly considering the design of monetization elements early in the project. Only when it is too late into the development cycle do they learn that there is not a clear or compelling reason for players to spend money within […]
When it comes to free-to-play, few games are held up as paragons of virtue as frequently as League of Legends. When writing about my practice as a monetziation design consultant, LoL and TF2 are the two games that come up whenever anonymous internet commenters let me know how much they hate me and all F2P games with these two exceptions. LoL, and by extension Riot, is a smash success on every conceivable metric: from daily user […]