Posts Tagged ‘sponsors’
Our list of HTML5 Game Sponsors23rd Apr 201310
It’s no secret that for nearly 2 years we’ve run a private business forum for HTML5 game developers. On it we listed all the portals and sponsors we dealt with and our experiences in doing so. So far we’ve got 32 portals added, all of them known to have bought games in the past.
Since launching the HTML5GameDev forums though it no longer made sense to keep that information under lock and key. I didn’t want to support two forums and two communities either. So I have merged all the sponsor details from the private forum into the public one, for all devs to benefit from.
Because the posts contain email addresses they are not visible unless you are an active forum member. By active that means you have an account on the forum and have been taking part in discussions. Therefore you must have a positive post count to be allowed access to the sponsor board. But once in you’re welcome to take advantage of this significant resource and hopefully contribute towards it too.
Insert Coin to Continue: The HTML5 Game Sponsorship Market27th Sep 2012
I had the pleasure of giving a presentation at the onGameStart 2012 conference in Warsaw, Poland. The title of my talk was “Insert Coin to Continue”. A gentle nod to the fact that lots of game developers do actually need paying in order to carry on creating great games! I wanted to share my experiences and results of working in the HTML5 game sponsorship market. The Flash world is well served by sites like FGL and blog posts detailing income and strategies. But very little exists for HTML5 games, hence the choice of topic for my talk. This article will cover most of my presentation for those who weren’t able to attend.
Client games vs. Indie games
As a company we develop HTML5 games for both clients and ourselves. The reason is both financial and practical. Client work simply pays better right now. And the more of it you do, the more doors it can open to other bigger and more interesting projects. In my experience this is no different to any other platform. But there are obvious benefits of making your own games:
- It’s your own IP! There is value in establishing a brand and common IP even in the relatively small scale sponsorship world.
- You can make anything. This is important – no matter how awesome your clients are you are always working within set brand guidelines. They’ll never really allow you to do truly anything you want. But when you build for yourself this restriction is removed. You have to be careful of course, as great as Dinosaur Chicken Rock III might sound to you, if you want to get sponsors it needs to appeal to the wider market too.
- There is the very real chance of long term income. I’ll cover this later in the article, but ad revenue and ‘game rental’ can build up substantially over time, where as most client work is a one-off payment.
The benefits are obvious. As well as getting to flex your design muscles in your own way there are significant long term benefits as well. Lots of companies started out by mixing client and indie work only to find that the income from their indie endeavors was enough to leave the client side behind (Nitrome are a good example of this). So let’s explore how you turn this passion into income.
MojoCreatives talk about the making of Car Games in Flash6th Dec 2011
The “car” and “racing” genre is heavily catered for in the Flash gaming space. But it’s also large enough that there are companies dedicated just to producing these sorts of games. MojoCreatives is one such company and in this short interview I caught up with their CEO Michael Ojo about this unique space in the gaming spectrum:
What got you into car games?
“I got into the whole online gaming gig back in 2007. It was just something I stumbled upon really. I had enjoyed playing Flash games online and figured why not make my own? I’m a total car / auto fanatic. And racing games are my favourite genre, so it made sense that I would try to make a game like this. I’m not a developer myself. I create the game idea, concepts and design style. We then use either our in-house coders or work with other studios such as IriySoft. My first game was called Crazy Mustang and was finished in December 2008. It was extremely popular with plays now in the tens of millions. Since then we’ve released another 11 car games.”
How do monetise your games?
“All our games are free to play but carry ads. We release them on our own sites (like ArcadeLot.com) and of course we’ll upload to the popular portals like Newgrounds and Kongregate. That alone helps the game get a decent exposure. And after this we’ll reach out to the top gaming portal owners. This is sometimes a daunting (and time consuming) process, but if your game is good it’s worth it in the long run. Right now we are gearing up to release at least one new game every month and some will be accompanied by mobile versions.”
What goes into making a car game?
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