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Indie Mavens: How will Apple's App Store Small Business Program impact developers?
"Let’s be frank: neither Apple nor Valve provide enough of a service to deserve a 30 per cent cut.


Jennifer Schneidereit is the co-founder and game creator of British-based indie studio Nyamyam.

Theresa Duringer is the CEO of mobile board game developer Temple Gate Games. Previously, Duringer co-founded Turtle Sandbox Games.

Indie Mavens: Is there an overall benefit to going completely remote work or does a company still need an office?


Dan Vader is the game director at Capybara Games and was the lead on Apple Arcade exclusive Grindstone.

Theresa Duringer is the CEO of mobile board game developer Temple Gate Games. Previously, Duringer co-founded Turtle Sandbox Games.

Indie Mavens: Weighing up the benefits between digital and physical events for indies
"I hope that online meetings actually will help us open up the industry and make it more diverse"

Indie Mavens: How to work from home as a developer and lessons learned from the pandemic
We reach out to our Indie Mavens to discuss life under lockdown

What do UK mobile game developers think of Brexit?
Post-referendum discussion from the UK mobile games industry

Andy has 14 years of wonderful games publishing and development experiences. Before co-founding Pixel Toys he'd already notched up credits on more than 30 games, and most recently released the zombie splattering GunFinger for mobile and tablet which received over a million downloads in its first month. Andy started at life Codemasters and held Chief Game Designer and Global Brand Manager positions there, he also did some time at Activision, as FreeStyle Games as Head of Digital Platforms before leaving to co-found Pixel Toys in 2012.

A 20-year veteran of video games and online space, Harry is European CEO of Marvelous AQL, a Japanese developer and publisher of social, mobile and console games, known for console games like No More Heroes and Harvest Moon, but now highly successful in the free-to-play mobile and web space in Japan and Asia.
A games programmer before joining Sony’s early PlayStation team in 1994, he then founded developer Pure Entertainment, which IPO’d and launched a free-to-play online gaming service way back in 1999.
He was also a director of pioneering motion gaming startup In2Games, which was sold to a US group in 2008.
Along the way, he’s been a corporate VP, troubleshooter, and non-exec to a variety of companies and investors in and around the games sector.

Oscar Clark has been a pioneer in online, mobile, and console social games services since 1998. He is also author of the book, Games As A Service – How Free To Play Design Can Make Better Games.

Since founding Tag Games in 2006 Paul has built the studio from humble beginnings to become one of the most respected and successful mobile and handheld developers in Europe.
He began a long, and some might say, distinguished, games industry career at legendary developer DMA Design, playing a key role in the development of the GTA series


Will subscription services be good for indie game developers?

Monetizer Mavens on what went wrong for Mario Kart Tour

Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users.


Monetizer Mavens discuss if Apple Arcade is just for the kids
How can the subscription service thrive?

Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users.

With over 15 years’ data mining experience, Mark co-founded deltaDNA, formerly GamesAnalytics, to unlock big data to drive player understanding, introducing the concept of Player Relationship Management to build better games.

What monetisation models work best for indie developers in the current mobile games market?
The Indie Mavens share their thoughts on the different monetisation models on offer to small studios

Daniel Menard is the CEO of Canada-based studio Double Stallion Games

Whatever happened to Harry Potter: Wizards Unite?

Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users.

Jordan Blackman is a lead designer and producer with over ten years of experience designing, producing, and managing hit content for companies like Zynga, Ubisoft, NovaLogic, & Disney.
Over 80 million people have played games that Jordan worked on as either a producer or designer.
Jordan’s credits include Lead Designer on FrontierVille & CastleVille, Senior Producer and Original Concept on CSI: Crime City (Facebook), Producer on Delta Force: Black Hawk Down, and Writer on Joint Operations: Typhoon Rising.

With over 15 years’ data mining experience, Mark co-founded deltaDNA, formerly GamesAnalytics, to unlock big data to drive player understanding, introducing the concept of Player Relationship Management to build better games.



Does Apple and Google's 70/30 revenue share model work for indies?
The Indie Mavens have their say on the platform's revenue share policy

Stein Ove Helset is the founder of indie studio AntiSocialGames

How do indie developers address accessibility in video games?

Could all F2P mobile games benefit from a Battle Pass like Clash of Clans has?

Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users.

A game design and monetization analyst with professional gaming background and degrees in Social Sciences, Economics and Probabilities and Statistics, Dimitar also writes the Freemium Game Designs blog.

Jordan Blackman is a lead designer and producer with over ten years of experience designing, producing, and managing hit content for companies like Zynga, Ubisoft, NovaLogic, & Disney.
Over 80 million people have played games that Jordan worked on as either a producer or designer.
Jordan’s credits include Lead Designer on FrontierVille & CastleVille, Senior Producer and Original Concept on CSI: Crime City (Facebook), Producer on Delta Force: Black Hawk Down, and Writer on Joint Operations: Typhoon Rising.

Monetizer Mavens on what Apple Arcade needs to do to be successful

Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users.

With over 15 years’ data mining experience, Mark co-founded deltaDNA, formerly GamesAnalytics, to unlock big data to drive player understanding, introducing the concept of Player Relationship Management to build better games.
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