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The Power of Stories, Part Three: What Happens Next
Who writes Britain’s next story? The final part of The Power of Stories. →
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The Power of Stories, Part Two: The Pattern
We do not elect governments. We elect stories. Part Two of The Power of Stories: the pattern, decade by decade. →
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The Power of Stories, Part One: Behind the Glass
Why nations rise and fall on narrative, and how a story saved my life. Part One of three. →
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The Power of Having Nothing Left to Lose
“The only thing we have to fear is fear itself – nameless, unreasoning, unjustified terror which paralyses needed efforts to convert retreat into advance.” Franklin D.… →
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Everyone Chasing the Ball
Or positioning is what wins during periods of change. At school break time, football rarely looked like football. Someone produced a ball, jumpers became goals, and… →
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‘Make Nothing’ with Anything
Or game prototyping with a no-code AI development platform. Over the weekend I spent a few hours experimenting with Anything, a no-code AI platform for building… →
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Flash Games Live Again!
Great news. Thanks to the team behind Ruffle, some of the web games we built at Kempt are playable again. Here are a few I’ve found… →
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Free-to-Play Forecasting
A top-down approach when you have no data to go on For years I did what everyone does. I opened the spreadsheet, typed in retention curves,… →
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How Much Do Whales Spend?
A quick look at spending tiers in free-to-play mobile games. Over the last few weeks I’ve been building a set of planning tools for mobile free-to-play games,… →
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Game & Software Development Issues
And how to avoid them A risk matrix is a useful planning tool at any stage of development. It helps you anticipate problems, agree mitigations early,… →
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What Happened to Dead Five?
Two years ago, with the help of some very good friends I set up Dead Five as I saw an opportunity in HyperCasual games. It was… →