This week you’re all in for a real treat, as we’ve let one of our artists out of his cage for just long enough to type up a blog post. Steve’s going to take you through some of the things he’s learned over the course of working on the UI for Wave Crash. Sit back and enjoy, and let him know if you’ve had a similar experience working on your project!
Acquisition is the art of getting your game in front of players. That makes it a pretty important step, because a player who never installs your game can’t spend money on in-game IAP. Even if you have the most brilliant game with an amazing monetization strategy, development won’t pay for itself if your entire audience consists of only your family and friends.
Not Robot is a hobby company that we built and maintain alongside our full time jobs. Even so, we have huge aspirations for it’s growth and future. We want to accomplish these great things without threatening our careers, our relationships with our friends and family, or our health. This is why we have chosen to commit to a flexible 10 hour work week.
Starting a new game is an exciting time. But in today’s app marketplace building a game with a solid business model behind it is paramount to your success. Over the course of this series, we’ll be teaching you the basics of Free to Play (f2p) monetization so that you can stay independent, improve the budget for your future games, and keep food on the table.
Ever wonder what actually happens week to week in development? We’ve decided to start publishing our changelogs to give you a behind the scenes answer to that question.