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Academy Spotlight – Interview with Solo Indie Developer Marcus Dobler

We were thrilled when Indie Game Developer and Academy Member Marcus agreed to answer some questions about his life and journey as an indie game developer.

Marcus has achieved so much including Apple App Store “Game of the Day” for his game AstroBlast along with multiple Apple Home Pages Features in “New Games We Love”.

Marcus Dobler - Indie Game Developer

You can see all of Marcus’s games over on his website Here.

Games Made With Passion - Marcus Dobler

Aside with recently being awarded multiple Apple features, you own 7 night clubs and you are successful businessman in the gastronomic industry. So what first drew you to this crazy world of game development?

I started programming on the Commodore 64 in my childhood. As I grew older my interests shifted and I began working as a DJ and opened my first club with two partners. Now I am partner of 7 clubs with capacity up to 2.000 people per club.

As you can imagine running clubs is a loud and hard business. Therefore I was looking for a hobby to bring balance to my life. Then I remembered my favourite childhood activity, coding and making games so I tried it out and it was a success.

I know you’re a fantastic coder, your games are all highly polished and of great quality, which software engine is your preferred tool for all your game creation?

Thank you very much!

I use different software tools when I’m developing my games.

I create all my 2D designs by working with Photoshop and Illustrator and recently I’ve started using Affinity Designer more frequently too.

For my 3D designs I use Cinema 4D. This is an awesome app that had made its debut on the Commodore Amiga and I have been working with this ever since it first came out!

When working on promotion videos, I use Apple Motion.

My SDK is Xcode and the code is written in Swift, Apples’ latest programming language. Swift is perfectly structured and fairly easy to learn. SpriteKit and SceneKit are used as frameworks which are both developed by Apple.

Since I don’t consider publishing my games on any other platform but Apple / iOS, I choose their native developing tools to make the best games possible. It always goes down well with the Apple Team also.

iOS Game Icons - Made With Passion - Marcus Dobler

Do you start off creating your titles with a strong vision in your head of the direction you want to take your game, or a particular type of player you’re aiming for. Or do you experiment with concepts and prototypes until a game comes together?

Developing a game is always a process. I usually have a very basic concept and then work it into a fun and enjoyable product. When I first started out creating games, I was satisfied as long as myself and my friends had fun playing.

However recently I have been developing games geared toward the Hyper Casual Player. I have made this change by looking at trends and evolving as a developer.

What’s your goto place for research and inspiration when coming up with the next unique game idea. Do you play a lot of games yourself that maybe spark new concepts, are there non-gaming inspirations such as architecture, films or music?

My greatest source of inspiration is my library of around ten thousand retro games!

Whenever I have the chance, I play these for inspiration and relaxation. I also enjoy watching Retro youTube channels like “Game Sack“ or “Sega Lord X“.

However, as most of these retro games require too much investment for the Hyper Casual Player and mass market, I can use parts of these classic games in my new creations.

The world of mobile gaming is forever evolving and a lot of focus in the market place at the moment is in the hyper casual style and aimed at a young audience. Do trends like this influence you to build specifically for what the market wants, or do you focus on making games that you love to build?

For me, commercial success is confirmation of a good performance, usually in terms of downloads and reviews. In order to achieve this success, I try to keep a keen eye on the market and stay up to date with current trends. Research is critical here.

To know all these trends the Academy is my main source especially the weekly Live App Store trend analysis sessions. So in summary, yes, I try to follow the hyper casual style in most of the games I’m building right now!

The trends right now tend to lean towards 3D and include levelling systems. With all that said though, I still try to create something unique and if my heart leads me on a particular route, I always trust my gut instinct I’d still build it anyways.

Once you have a game idea in your head, what’s your next process? Do you draw / sketch out rough plans and concepts the old school way, maybe put together a mood-board or palette ideas? Or do you jump straight into your software and mock up ideas on the fly?

Firstly, I’ll open Photoshop or Cinema 4D and create some simple characters. These are usually simple forms in the appropriate sizes so I have assets to work with. I’ll then start to code the prototype and bring the general idea to life. The details of the design are part of the development process and I’ll look to continually work on these as the project progresses.

Dream Bubblez™

Featured by Apple in “New Games We Love” & “Daily Brain Training.”

Download From The Apple App Store


Dream Bubblez Game iOS - Apple Featured

As developers, there is always that moment when you struggle or have doubts with whether an idea is any good. You build the prototype and are still unsure, at what point do you reach out for feedback on your game, or do you wait until your idea is rock solid and you’re happy with it before showing anyone?

I like to always finish things! Of course there are ups and downs during the creation process, but even at my lowest points, I will always complete every project.

Usually I only show nearly completed games to family and friends. This way I manage to stick with my original concept and not have my ideas watered down by critics during my creative process.

This doesn’t mean I do not appreciate constructive criticism, nothing could be further from the truth, however, for me, it’s crucial to choose the right point in time during my creative process to receive exterior ideas.

An exception to this are the Academy’s TestDrives, the videos and comments help me to refine my product even at an early stage.

Good game design is all about keeping the players attention and ultimately returning to play your game time and time again. It’s about designing an interactive world for players with rules to follow to achieve the end goal. What’s your process when you start your game design ideas for keeping players attention and game progression?

I once read an interview with Shigeru Miyamoto, legendary game designer at Nintendo, in which he said the most important thing about a game is having fun playing!

This is just like the way children like to jump and run, just for the sheer joy of it, because it’s fun.

I think that’s what brings players back day after day is if they enjoy the activity and they simply love to play. I always try to achieve that!

Also, giving my players simple, small goals coupled with some enjoyable tasks. I build in “unlockables” or “level Ups” where possible along with usually including “High Score leaderboards” in my games.

The majority of your games are in the meditation/ brain training and puzzle genre, do you play these types of games yourself, or do you purely enjoy the creation of this type of gameplay?

Tetris is definitely my favourite games. I actually consider it the be the best video game ever invented, so yes, I play my fair share of puzzle games.

As already mentioned, I don’t really have a strict plan when developing my games, but often they’ll have some kind of puzzle element to them. As the designs and details evolve during the development process, it’s a pretty organic process and so my games naturally evolve too!

The market for puzzle games is a tough one.

Generally speaking, due to the natural complexity of puzzle games, it’s a difficult balancing act to reach the Hyper Casual Player with them. Right now I am focusing on creating simpler games for the Hyper-Casual market that can potentially reach a wider mass market along with broadening my creation skillset and giving me a personal challenge.

AstroBlast™

Featured by Apple in “New Games We Love” & “Game of the Day” in Japan.

Download From The Apple App Store



AstroBlast - Game of The Day in Japan

What’s the one piece of advice you’d give to a novice developer just starting out in the world of game design? Is there anything you wish you’d known before you started in games?

I think the most important thing for a novice developer is to gain experience.

My best advice would be to start out with small projects and aim to actually finish them!

The biggest mistake you can make in my opinion is to do too much and not finish anything.

When I started out, I simply began programming and I didn’t know anything about recent trends and the situation on the market. I would have saved a lot of money spent on senseless marketing actions if I would have known earlier about the Academy.

I really wished I had been a member of the Academy back then when I first started out!

Lastly, we’ve been honoured that you’re a huge part of the Academy family and it’s been a pleasure to watch you grow. What’s your favourite part of the Academy and what would you say to any game developer thinking about joining?

The TestDrives are its best feature. Kevin & Jilly actually play your game whilst recording the whole session on video. They give you invaluable tips on how to improve it and it’s massively insightful and helpful to get their perspective.

This is so helpful to me and has supported me in refining every single one of my games.

It doesn’t matter if you are new in game development or if you are already successful in the market, the Academy is most definitely the place to be.

They provide you with an endless supply of resources including videos, tutorials and a ton of fantastic community posts!

You can also find ideas for your next games as well as they help you to get a publishing contract. They also advise you on how to get your games featured by Apple.

The Academy has helped me in every stage of my creational process and it will help you as well! I highly recommend you to join.

A Huge Academy Thanks 🙂
We’d like to thank Marcus for being so generous with his time and sharing his thoughts and experience with us, he’s seriously a class act!
It’s been an absolute pleasure to share a small part of his game development journey so far and it’s super exciting for us to see him reach the much deserved success on the App Store, especially as we get a glimpse of what he’s working on.
As we’re sure you’re aware, game dev can be a tough gig so it’s always heartwarming to see a fellow indie dev reach their ultimate goals through incredible hard work and wonderful talent.
We can’t wait to see what Marcus creates next and we wish him continued success in all his endeavours.

All iOS Screen Resolution Sizes 2018 ( iPhone XS, XS MAX & XR )

New iOS Screen Sizes - iPhone XS - iPhone XS Max and iPhone XR

Each September brings new iPhones and as game developers, that also means brand new screen sizes to deal with too!

Here’s the low down on all the iPhone screen sizes you’ll need to cater for in 2018 including the brand new iPhone XS, iPhone XS Max and the iPhone XR.

 

Device Portrait dimensions Landscape dimensions
12.9″ iPad Pro 2048px × 2732px 2732px × 2048px
10.5″ iPad Pro 1668px × 2224px 2224px × 1668px
9.7″ iPad 1536px × 2048px 2048px × 1536px
7.9″ iPad mini 4 1536px × 2048px 2048px × 1536px
iPhone XS Max 1242px × 2688px 2688px × 1242px
iPhone XS 1125px × 2436px 2436px × 1125px
iPhone XR 828px × 1792px 1792px × 828px
iPhone X 1125px × 2436px 2436px × 1125px
iPhone 8 Plus 1242px × 2208px 2208px × 1242px
iPhone 8 750px × 1334px 1334px × 750px
iPhone 7 Plus 1242px × 2208px 2208px × 1242px
iPhone 7 750px × 1334px 1334px × 750px
iPhone 6s Plus 1242px × 2208px 2208px × 1242px
iPhone 6s 750px × 1334px 1334px × 750px
iPhone SE 640px × 1136px 1136px × 640px

 

022: Behind the Scenes – Reasons why you should revisit your old games.

Episode 022 - Revisitting Old Games

For all you seasoned game developers out there, when September time rolls around and Apple releases new devices and iOS versions, more often than not we need to update something to ensure our old games still work correctly.

Whilst this can be a pain the you know what, it can actually be turned into a positive, and a time to revisit our old games, breathe some life back into them and bring them up to date.

Generally speaking, updating all our App Store Creatives ( EG: App Icons / App Store Screenshots / Game description ), any external SDK’s and perhaps even adding App Store Previews to our store listing is a great way to refresh our game portfolio’s.

We have often left out features or mechanics that we originally planned to include in our games, but for one reason or another ended up ditching.

Reasons for this are varied, perhaps because of time constraints or even software issues we faced at the time of build, often down to our own skill levels at this early time for the Studio. So this is a great time for us to take another look at our project as a whole, what the game possibly benefit from and if it’s worth a small overhaul whilst we are doing the necessary iOS updates.

Sometimes even culling part of the original project to inject the ‘missing parts’, can have an huge impact to the feel of the game, as can changing out colour palettes or altering the pace. With a seriously long break from the project, it’s amazing what fresh eyes, gained experience and a different outlook can make.

We made a lot of mistakes that are now clear to see, almost to the point of saying “What were we thinking!”

But with that said, we also did a lot right and we can take this opportunity to hone in and polish up some of the successful gameplay and mechanics. We dropped the ball not keeping some of our games alive, to capitalise on their early success and really flesh them out more. Hindsight is a wonderful thing.

For a large part of our game portfolio, these were built back in the day when rage games were popular and trending, but this not so much the case now. With the market constantly changing, by updating even a small part of your game, you can keep up to date with the current landscape and what players are now demanding.

Perhaps it’s time you took a look at your portfolio and older games. Are there any that you can breathe some life back into, revamp or even create a sequel to? Your mission if you choose to accept it is open them up and think about doing just that!

Thank you so much for listening! You’re Awesome.

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to:

Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin & Jilly RisingHigh Academy

014: 5 Ways to Make Money with Games and the best way to Monetise Your Mobile Game.

Episode 014 - Make Money with Mobile Games

So you’ve built your game, spent countless hours crafting each and every pixel, polished it to the end degree and now you’re ready to launch it to the world! But, just how are you going to make money from your brand new mobile game?

You should be thinking about monetising your mobile game from the moment you start to build, and this can have a big effect on how you actually end up constructing your projects. As game designers and builders, it would be absolutely fantastic to serve up our games with no ads, but as small indies, we need to earn money!

Ads are a necessity in our world unfortunately, but if done with the least amount of intrusiveness and a little thought towards our players, we can still monetise well. Let’s go over some of the popular monetisation methods open to us indie game developers today and ones we’ve used ourselves in our hyper casual / snackable games.

Simple eCPM Equation

eCPM = ( Cost Per Mile Historically ) How much per revenue per x1000 impressions.

Example:

The eCPM is $5.00.

For every x1000 times the ads are displayed, you receive $5.00.

Interstitials

Interstitials can be shown after game over, so for an endless running game these serve purpose from the off. Just how many game overs is acceptable? In theory you could show these after every single character death, but this obviously depends on how ‘brutally’ hard your game is. If your character dies often, your player is going to end up being bombarded with ads and this will almost certainly end in a game ‘delete’ from their device. As a rule of thumb, interstitials set at every 5 – 7 game overs is much more digestible and a little more friendly to the player.

Banner Ads

UI Screens: A great way to monetise for both portrait and landscape games and typically set at the bottom of the screen.

In Game: Again, typically placed at the bottom of the screen for portrait games  Most players, including ourselves find this method of advertisement the most unobtrusive and ‘comfortable’ just make sure you don’t unfairly place your in game play button too close to the banner placement! Players will feel cheated and you may well end up with another delete on your hands.

Banners can be set at the top in a portrait game depending on what your gameplay is all about, for example, if you have a downwards scrolling or static play game. It’s possible to make banner placements on a landscape game as long as they don’t effect gameplay.

When we’re thinking of ideas for a new project, being game developers of mainly casual, snackable games, we will always try to head for a portrait version if it fits, because of the great benefits banner ads offer.

Rewarded Videos

Players love rewarded videos because they offer complete choice and remind the player that they are in total control over whether they watch an ad or not. The option to watch a short video for the reward of double coins, or time, or an ‘instant’ character or world unlock, is utterly at their command. Most players will embrace that ‘get it now’ offer, where some will prefer the challenge of completing objectives of the game knowing they have done so without a quick fix.

Rewarded videos can potentially increase retention in your game, players know there is a way to achieve game advancement without the grind of playing for weeks to get the same rewards. It can be the difference between getting bored with the grind and deleting, to unlocking a great new character or power up that refreshes the interest to play further into the game.

In App Purchases

These come in many forms, buying characters, coin packs, gem bundles, power ups or upgrades just to name a few. Offering your player the first couple of characters for example as a free reward for completing the first few levels or objectives in your game, can open up their curiosity to the rest of your In App Purchases.

If they have enjoyed the experience of something new for free as a bonus, then they will see further offerings as a fair exchange for making a purchase and potentially that ‘feel good’ factor. It gives the player the chance to settle into your game before being bombarded with ‘buy now’ pop ups and the like.

Sponsorships

Although not too common in the realms of us Indie Dev’s, making partnership deals with Youtube or Instagram influencers can be a great way to leverage audiences and ultimately drive traffic to your games. Typically, these deals are secured on a revenue share basis where you’ll handle all the building and technical side and they take care of the marketing side.

Often these can be instigated via simple DM’s and generally these influencers will be open to a conversation at the very least. It’s a good idea to have something pre-built to show them when crafting your pitch, as this can increase the excitement and make the project proposition a real thing.

There’s also product placement, IP collaborations with famous brands and even celebrities to throw into the mix. However, there’s a ton more hoops to jump through to make a deal of this nature happen, but hey, thinking big never actually hurt anyone!

Highlights, Quick Wins & Takeaways:

1. Interstitial Ads – Full screen pop up ads typically shown on Game over screens.

2. Banner Ads – Ensure these do not interfere with the gameplay and/or UI buttons.

3. Rewarded Videos – Used to reward players by gifting Coins, Lives, Level Unlocks, Characters etc.

4. In App Purchases – For Hyper Casual games be sure to include a “Remove Ads” consumable IAP at least.

5. Sponsorship – Team up with Influencers or Brands for an Epic Partnership!

Links & Resources mentioned in this Episode:

 

Ad Network SDK’s


Chartboost
https://www.chartboost.com/

Admob
https://www.google.com/admob/

Applovin
https://www.applovin.com/

Revmob
https://www.revmobmobileadnetwork.com/

Facebook
https://developers.facebook.com/docs/apis-and-sdks

Leadbolt
https://www.leadbolt.com/

InMobi
https://www.inmobi.com/

Reward Video SDK’s:


Vungle
https://vungle.com/

Unity Ads
https://unity3d.com/unity/features/ads

Adcolony
https://www.adcolony.com/

Ad Mediation SDK’s


Fyber ( Formely Heyzap )
https://www.fyber.com/

TapDaq
https://tapdaq.com/

MoPub
https://www.mopub.com/

Ironsrc / Supersonic
https://www.ironsrc.com/

Appodeal
https://www.appodeal.com/home/

 

Thank you so much for listening! You’re Awesome.

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to:

Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin & Jilly RisingHigh Academy

013: The 6 Golden Rules & Principles for Effective Game Icon Design.

Episode 013 - The 6 Golden Rules & Principles for Effective Icon Design

How to Design Games Icons & Icon Importance

Your icon is arguably one of your most important assets when it comes to your App Store presence. It is usually the first opportunity to impress potential customers and therefore makes it critical to your overall branding.

When speaking about icons, there is without a doubt some best practices that should not be ignored. Often when we think of icon design, less is usually more. However, the icons main purpose is to fully encompass and capture the very essence of your game.

Ideally, this should be achieved with as few elements and colours as possible. The best rule of thumb, and at the very core of great icon design, is that you should try and head for a single element that is clearly visible when viewed on the device itself.

So let’s go through some best practices and what to keep in mind when designing your icon.

 

Try to use a single element and keep it simple

Games like Monument Valley execute this particularly well. Whilst they have stunning artwork throughout the game, they focussed entirely on the character and single platform.

Monument & Canabalt Icons

Another great example of the would be Canabalt. The single Pixel character running shows you exactly what to expect from the game.

 

 

Choose a limited colour palette that fits

Whilst your game may be super colourful, it’s important not to over complicate your icon, try and pair back where possible. GramGames hit game 1010 has done a great job of this. They could have chose to include many of the pleasing colours, but opted to focus on the single red cube.

1010 & Merged Icons

They also did something similar on their massive hit Merged. The simple tricolour icon is really effective and works particularly well.

 

 

Avoid Using Words

Using words on your icon is generally a bad idea as they’ll be particularly hard to read once the icon is scaled down. It’s also mostly redundant as the name of your app is sitting right next to it on the App Store listing. Most bigger brands tend to either use the first letter of their company or just their logo as part of their overall branding, but generally speaking you see this rarely in the gaming categories.

Walking Dead & GTA Icons

The Walking Dead for Instance have chosen to use the title on their icon, as have Rockstar Games with Grand Theft Auto, but these are huge companies with a massive marketing machine in place, here the names and franchises themselves are instantly recognisable and quite honestly, their icons are way less of an important factor.

 

 

Avoid Using Photo’s

This is usually more common in the Photo & Video Categories, where it could make more sense, but it’s still a bad idea. Photo’s are non scalable and often will contain unnecessary details.

Ramsey Icon

The only exception could be for celebrity endorsed games where it makes sense to show the Famous Star to sell the game. The approach GLU took for example, is way better solution, here they used a realistic illustration rather than traditional photo.

 

How To Fail

Being consistent with your icon and aligning it closely to the artwork within your game, is a really good way to gel everything together. This also ensures it wont disappoint the user once downloaded. The last thing you want, is for a user to click on your icon only to discover that your game screenshots don’t match up with the promise on your icon and is essentially a different game altogether. Lets first take a look at a couple of examples, to explain this further.

Scramble Icon

 

This icon doesn’t look too bad, it’s kinda lively and looks decent enough. I’m thinking it depicts the game as a 3d scrambler, dodging through traffic and maybe has off road tracks.

Going by the exciting Icon, I’m ready to download and I want to have a look at the game screenshots.

So as we can see, the game does not reflect the icon in anyway whatsoever and looks absolutely terrible. As a potential customer I’ll be giving this a big miss, so even though the icon grabbed my attention and I clicked through to the product page, I am now feeling let down. Fail!

Of course this an extreme, albeit sadly all too common example, it does I think show exactly not what to do and something to keep firmly in mind when designing your icon.

 

How To Succeed

Downwell is a perfect example of successfully using the games art style for the icon. Revolver Digital has produced a cohesive marketing suite that truly brings the essence of the game throughout all it’s assets.

 

Downwell Screenshot

 

Super Sharp from 1buttonSarl have also done an incredible job of pairing back their icon and matching it to their in game art style. The simple cut effect on the white square against the blue background, sets expectations perfectly, and once inside the App Store product page, it really feels solid and fully connected.

This is definitely one of the factors that the App Store team look for when viewing a game and considering it for a feature place, and especially a key ingredient for snagging a banner feature.

 

Super Sharp Screenshot

 

Limbo is by far one of my all time favourites and its no surprise Limbo is continually re-featured time and time again and has truly earned its place in the App store hall of fame.

Apart from being a great game, Playdead did an absolute stunning job of capturing the games atmosphere and intrigue, then wrapping it all up in a shockingly simple icon.

 

Limbo Screenshot

 

The Importance of Scalability

So it’s super important when designing your icon, to ensure that all testing should be carried out by viewing the smallest sized version. Although your icon may look stunningly great at it’s largest resolution, the reality is that your customers will only ever see the icon on an iPhone or iPad.

There are various ways to do this but one simple way is to head over to AppSparky.com.

AppSparky.com Homepage

 

This website was actually built by us for this very purpose. Once your icon is ready, you simply either drag it directly onto the ‘upload icon’ button, or open up a finder window to browse for your icon image. This will take a little while to process and your icons must be in either .png or .jpg format.
Once the upload is complete you will see your icon displayed. As you scroll down the page you will see;

  • Large size icon displayed on different background shades.
  • How our icon will look on the App Store product page on both iPad and iPhone.
  • Viewed on the homepage of both devices, in the Category Section of the App Store.
  • How it will appear in the Top Charts section of the App Store.
  • How it will look on the Homescreen.

 

You can either drag one of your icons directly onto the upload icon button, or simply click the button and that will open up a finder window for you to browse.

Uploading icons does take a little while to process, and your icons must be in either .png or .jpg format.

The first 3 views will give you an indication of a large size on different background shades. Underneath you’ll start to see the more relevant sizes, the first one being how your icon will look on the App Store product page on both iPad and iPhone.

You’ll also see the homepage of both devices, the Category section of the App Store, Top Charts section and finally on the App Store homescreen.

 

Getting Feedback

Getting early feedback on your icons is also a great way to see how effective your design is looking. Facebook can work extremely well for this, we do this everytime before launching.

Whilst you can post to any game or Developer Groups you may belong to, I wouldn’t rely solely on these as they are obviously filled with other developers who are generally not your target audience.

We always post to our Company Facebook Page, you can also use your personal profile too and this will attract more of a widespread audience.

Facebook A B Testing

You may want spend $10-20 boosting the post if necessary and run it until the boost runs out. If you’re familiar with Facebook ads, you could also use advanced targeting to really hone in on your ideal demographic.

There are also sites where you can go way deeper for really detailed stats such as ;

http://www.optimizely.com
https://www.storemaven.com
http://testnest.co

These do tend to be quite pricey and I’ve never used any of these personally, as I found Facebook to work well enough to see if we’re on track or not.

So do not under estimate the value of your icon and it’s importance when pitching, especially to Apple. Although I have no firm evidence on this, it is said that the App Store team will take all the Icons from the games that have a chance for a feature place that week, and line them up side-by-side.

They begin to discard any that do not meet their standards, or that simply do not stand out enough to be noticed. How much, or if any of this is true, I’m not sure. But if we put ourselves into the shoes of an App Store Editor once again, this doesn’t sound too unreasonable and a pretty logical way of doing things. Once a week they’ll have to choose the line up, and games will either go in the list or out.

Although a bad icon alone is unlikely to fully hamper your chances, it should be an important part of your process. It’s one of the things that is within your power to control, and you should be heading to create a striking Icon to give you the very best chance of making the list.

From personal experience, and as you’ll begin to notice as you delve deeper into your research tasks, the vast majority of featured games in any given week, will all have an extremely strong and clearly defined icon.

 

Highlights, Quick Wins & Takeaways:

1. Try to use a single element and keep it simple

2. Choose a Limited Colour Palette that fits

3. The importance of scalability

4. Avoid using words

5. Avoid using Photo’s

6. Get some feedback!

Thank you so much for listening! You’re Awesome.

We truly do appreciate you taking time out of your day to listen and hope you got some value.

If you enjoyed today’s show, it would go such along way if you hit that Subscribe button and also Share via your favourite social networks. You can use any of the buttons you see on this page.

We’d also be forever grateful if you’d consider sparing just a quick minute to:

Leave us an Honest Rating & Review in iTunes.

We always read each and every one personally and it always makes our day!

Thanks so much, Kevin & Jilly.

Kevin & Jilly RisingHigh Academy

009: Our Top 5 Reasons why you should sign a Deal with a Mobile Publisher.

Mobile Game Publishers

This week we discuss the plans and goals any Indie Game Developer should follow when making games for the mobile platforms. Be it the Apple App Store, GooglePlay or Amazon, our advice is always the same whether you’re an absolute beginner or have been making games for a while, head for that Publishing Deal.

There’s a multitude of benefits for teaming up with an established mobile game publisher when launching your titles, the most arguably is traffic. Without a solid User Acquisition ( UA ) strategy in place it’s going to be a struggle to drive downloads to your game and to get noticed.

Any Publisher worth their salt already have a vast, daily active network of players within their existing portfolio to cross promote and market your game to, this is vital especially on launch day. They’ll also have solid connections within the industry especially with the platforms themselves.

They can get your game in front of the people who make the decisions on the games that will be featured on any given week on the stores ( Thursday is the main refresh and launch day ) and often have contacts in the press to get that all important exposure. They bring experience you can learn from as for the most part know what will, and will not work.

You’ll also typically earn more money from your mobile game. With downloads comes increased revenue and it’s also not uncommon for the Mobile Publishers to have special deals with the Ad Networks to ensure the highest eCPM possible for the ads that show. Although you are sacrificing a decent percentage of the total revenue of the game ( usually it’s a 50 / 50 Split ( after any UA costs ) you’ll still earn way more due to the downloads achieved.

It’s a win / win situation and we strongly believe that you should be striving to build a game and sign a publisher deal within your first 10 games if you’re serious about building games in the mobile space.

Highlights, Quick Wins & Takeaways:

1. It sets your standards high right out the gate – Average generally won’t make the cut.

2. Forces You to do your market research to increase your chances of building games the publishers want.

3. Publishers usually have great relationships with the Platform Feature Teams ( Apple App Store, GooglePlay, Amazon ).

4. They have Traffic and can drive downloads – An established cross promotion network of players to market your game.

5. You’ll typically Earn more – A smaller slice of a much larger pie generally works out better.

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Kevin & Jilly RisingHigh Academy