Interview

2014 in Review: Josh Presseisen, Crescent Moon - Make the games you’d like to play

Future trends from the remembrance of things past

2014 in Review: Josh Presseisen, Crescent Moon - Make the games you’d like to play

As 2014 begins to fade into memory, we're taking a look back at the events that have dominated the last 12 months in mobile gaming.

As such, we've asked the industry's great and good to give us their take on the year, as well as predicting the trends that will dominate in 2015.

Josh Presseisen is founder and creative director of publisher Crescent Moon Games.

Pocket Gamer: What was the most significant news in 2014?

Josh Presseisen: I would have to say the most significant news of 2014 were the new technologies released - VR (Gear VR), Android set-top boxes, and the new smartwatches.

I think they will have a big effect on the industry moving forward.

How did your business focus change in 2014?

The focus has changed from spending most of our time on mobile games to focusing more on PC/console games, Kickstarter, and game bundles (Humble Bundle in particular).

The Crescent Moon Humble Bundle was certainly our biggest news event for the year - and my most favorite company moment so far. Being able to celebrate all of our great releases and give to charity at the same time was a fantastic experience for me.

What was your favourite mobile game of the year?

Probably Monument Valley. I liked the art style and I liked the fact that it became popular - I really appreciate what they've done with it.

Monument Valley - in the vanguard of paid content

What do you predict will be the most important markets for your games in 2015?

Building the next freemium hit is a lesson in futility.
Josh Presseisen

Still seems to be US and Europe, with China moving up slowly.

What do you predict will be the most important trends in 2015?

A bigger focus on peripherals - I see many more requests for controller support than ever before.

What's your New Year's resolution and what resolution would you enforce on the industry?

I would say focus on making the type of games that you personally enjoy, and don't try to make something just to make money.

Building the next freemium hit is a lesson in futility - build what you would like to play yourself, and they (the players) will come.

Thanks to Josh for his time.

You can check out all of our 2014 in Review interviews here.

Contributing Editor

A Pocket Gamer co-founder, Jon is Contributing Editor at PG.biz which means he acts like a slightly confused uncle who's forgotten where he's left his glasses. As well as letters and cameras, he likes imaginary numbers and legumes.

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