Presentations

What Comes After Mobile? Using Historical Trends To Predict The Next Big Gaming Platform (Gamelab, 2014)

Playing games has been a popular activity on almost every computing platform since the 1960s. What will be the next big computing (and therefore gaming) platform?

Smaller, Simpler, More Intimate: Extrapolating Trends in Gaming Platforms (Pocket Gamer Connects, 2014)

What lessons can we take from the history of computing to give us a clue to the next big gaming hardware platform?

Ten Lessons From Ten Years Making Ten Free-To-Play Games (Game Monetisation Europe, 2014)

What have been the ten key learnings from my experiences building free-to-play games?

How Much Money is Failure Going to Cost You? (Gamehorizon, 2014)

‘Failing fast’ is a great technique to find successful game designs, and the cost of failing is dropping very quickly for developers. What does this mean for the industry?

Is Your Business Model Evil? The Moral Maze of the New Games Business (GDC San Francisco 2014)

When you look at the entire history of the games industry, what patterns appear? Can we use those patterns to predict the future?

Taking The Long View (Free Your Play, Helsinki 2013)

When you look at the entire history of the games industry, what patterns appear? Can we use those patterns to predict the future?

Paying to Win: Battlefield Heroes, Virtual Goods and Paying For Gameplay Advantages (GDC San Francisco 2011)

The story of the ‘big pricing change’ in Battlefield Heroes in 2009 – proof that consumers are comfortable with (and often demand) imbalance in free to play games.

When The Consoles Die, What Comes Next?

(GDC San Francisco 2012)

Examining the state of the games industry in 2012, as mobile rises and consoles lose marketshare.

Minecraft goes free-to-play: Evil Game Design Challenge

(Casual Connect Europe 2014)

A light-hearted look at how you might convert Minecraft into a free-to-play game.

Weapons of Mass Disruption: Creating The Drowning

(GDC San Francisco 2013)

How I used case studies from ‘The Innovator’s Dilemma’ to build a product strategy for Scattered Entertainment.

Kings of Convenience – What Wal-Mart Tells Us About the Future of Gaming

(GDC San Francisco 2010)

Examining the tensions between quality and convenience in the games business through the lens of the rise of the supermarket in 1950s USA