Hi, I’m Jake Birkett, owner of Grey Alien Games. I produce, design and program Indie games.
In 2005, after nearly a decade of developing stock control and accounting systems for bookshops in the UK, I formed my own company in a bid to realise a lifelong dream to make games! Thirteen years later I have eleven games under my belt including Shadowhand, Regency Solitaire, and Spooky Bonus.
Having been both an Independent developer and an employee in the casual game industry at Big Fish Games, I can offer my perspective of these different approaches and am knowledgeable about running a business. Due to the small manageable nature of downloadable casual games (they typically take 3-12 months to make with only a handful of team members), I have experience with every stage of the development process from design and implementation to testing and localisation.
I have been playing games all my life and love to put my experience to good use by making great fun games. As well as brainstorming new ideas with other designers I enjoy honing the fine details to give games that all-important polished feel.
I’m also the co-founder of Full Indie, a Vancouver-based meetup group for indie game developers, and I run Full Indie UK.
How do you choose which game to make next? These are three factors you should definitely consider.
I recently asked developers to share their Steam wishlist-related data because I wanted to know the relationship between wishlists at launch and sales at launch. Here's what I found out.
Recently I asked a bunch of devs how their week one revenue on Steam compared to their year one revenue. I was interested to see if the first week could in any way be a decent predictor of longer term sales.
Recently I asked indies on Twitter for their sustainability tips and have collated the results in this post.
I did an analysis of 3 of my games to see the breakdown in sales per platform. I had a gut feeling that PC way outperformed Mac and mobile but I wanted to 100% confirm that. This post has all the juicy details and charts!
[Blog - 10/08/2018 - 12:59]
Hi Mark. r n r ...
Hi Mark. r n r nWell the issue is how big is the market because a market of 1 e.g. yourself or your mum/mom isn 't going to sustain a business. So I would say that not every game has a viable market. r n r nI still see people ...
[Blog - 05/04/2018 - 04:03]
Thanks for sharing Josh. Your ...
Thanks for sharing Josh. Your game bucks the trend in that it 's a Roguelike with a low ratio. But it does have a super high review score which might help. Also fans of course. I have asked for reviews several times as well and it works. Not in a ...
[Blog - 04/25/2018 - 03:55]
[News - 01/26/2018 - 06:11]
Hmm, so I 've said ...
Hmm, so I 've said don 't make long games if you can 't afford to. Make shorter games so you don 't end up in trouble. Shorter doesn 't mean shovelware. Also one person 's shovelware is another person 's favourite game. r n r nHow do you think ...
[News - 02/08/2017 - 02:41]
[Blog - 02/17/2016 - 02:08]
Hi Phil, yes good expansion ...
Hi Phil, yes good expansion on the make small games point. Though I 'd say, the first thing people should do when learning is make REALLY small games, like minigames. But agreed, their first commercial game should be small in scope, but not so small that it can 't be ...