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	<title>Adrian Crook, Game Consultant - Videogame Designer, Creative Director, Executive Producer - Xbox 360 PS3 Wii Facebook Flash iPhone</title>
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	<link>http://www.adriancrook.com</link>
	<description>Adrian Crook, Videogame Consultant</description>
	<lastBuildDate>Tue, 30 Aug 2011 04:28:47 +0000</lastBuildDate>
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		<title>Adrian Crook &amp; Associates Facebook Page</title>
		<link>http://www.adriancrook.com/2011/08/29/adrian-crook-associates-facebook-page/</link>
		<comments>http://www.adriancrook.com/2011/08/29/adrian-crook-associates-facebook-page/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 04:23:58 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=261</guid>
		<description><![CDATA[It seemed to make sense to launch a Facebook page for our company since we do so much social games work. Not much there yet, aside from a big list of all the projects we&#8217;ve worked on (which I&#8217;ll reprint here soon), but click the Like button embedded below to show your support and keep [...]]]></description>
			<content:encoded><![CDATA[<p>It seemed to make sense to launch a Facebook page for our company since we do so much social games work. Not much there yet, aside from a big list of all the projects we&#8217;ve worked on (which I&#8217;ll reprint here soon), but click the Like button embedded below to show your support and keep up to date with us, if you&#8217;re so inclined.<P></p>
<div id="fb-root"></div>
<p><script src="http://connect.facebook.net/en_US/all.js#xfbml=1"></script><fb:like-box href="http://www.facebook.com/ACandAssoc" width="404" show_faces="true" border_color="" stream="false" header="true"></fb:like-box><P></p>
<p>Thanks!</p>
]]></content:encoded>
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		<title>Speaking and Working at Casual Connect</title>
		<link>http://www.adriancrook.com/2010/07/15/speaking-and-working-at-casual-connect/</link>
		<comments>http://www.adriancrook.com/2010/07/15/speaking-and-working-at-casual-connect/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 23:04:22 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[conference]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=233</guid>
		<description><![CDATA[A bit late on this update, but if anyone would like to &#8220;connect&#8221; at Casual Connect 2010, I will be in Seattle all week. Here is what I&#8217;m up to: Speaking at a roundtable on third party development issues at the Gamesauce event on Monday Organizing a partnering event for a provincial interactive agency later [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adriancrook.com/wp-content/uploads/2010/07/Capture.png"><img class="size-full wp-image-243 alignright" title="Capture" src="http://www.adriancrook.com/wp-content/uploads/2010/07/Capture.png" alt="" width="330" height="88" /></a>A bit late on this update, but if anyone would like to &#8220;connect&#8221; at <a href="http://seattle.casualconnect.org/">Casual Connect 2010</a>, I will be in Seattle all week.</p>
<p>Here is what I&#8217;m up to:</p>
<li>Speaking at a roundtable on third party development issues at the <a href="http://gamesauce.org/conference.html">Gamesauce event</a> on Monday</li>
<li>Organizing a partnering event for a provincial interactive agency later in the week (pairing up developers in the social/casual/iPhone sectors with leaders in those sectors)</li>
<li>Doing business development work for one of my clients (a large consumer electronics company) &#8211; scouting out talented games content partners</li>
<li>Producing a post-show report for a multinational, multiplatform games client</li>
<li>Taking any meetings that come my way!</li>
<p><P><br />
Please drop me a line using the <a href="http://www.adriancrook.com/contact/">contact form</a> on this site if you&#8217;d like to get together during Casual Connect!</p>
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		<title>Minimum Viable Production Presentation from INplay 2010</title>
		<link>http://www.adriancrook.com/2010/05/18/minimum-viable-production-presentation-from-inplay/</link>
		<comments>http://www.adriancrook.com/2010/05/18/minimum-viable-production-presentation-from-inplay/#comments</comments>
		<pubDate>Tue, 18 May 2010 22:23:46 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=223</guid>
		<description><![CDATA[Gave a short (15 minutes) overview of Minimum Viable Product (MVP) at INplay 2010 today. Here are the slides. View more presentations from adriancrook.]]></description>
			<content:encoded><![CDATA[<p>Gave a short (15 minutes) overview of Minimum Viable Product (MVP) at <a href="http://www.inplay2010.com">INplay 2010</a> today. Here are the slides.</p>
<div id="__ss_4143073" style="width: 425px;"><object id="__sse4143073" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=minimumviableproductdone-100518172041-phpapp01&amp;stripped_title=minimum-viable-product-done" /><param name="name" value="__sse4143073" /><param name="allowfullscreen" value="true" /><embed id="__sse4143073" type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=minimumviableproductdone-100518172041-phpapp01&amp;stripped_title=minimum-viable-product-done" name="__sse4143073" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<div style="padding: 5px 0 12px;">View more <a href="http://www.slideshare.net/">presentations</a> from <a href="http://www.slideshare.net/adriancrook">adriancrook</a>.</div>
</div>
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		<title>Speaking on MVP at INplay 2010, Toronto</title>
		<link>http://www.adriancrook.com/2010/04/22/speaking-on-mvp-at-inplay-2010-toronto/</link>
		<comments>http://www.adriancrook.com/2010/04/22/speaking-on-mvp-at-inplay-2010-toronto/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 00:50:03 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=220</guid>
		<description><![CDATA[I&#8217;ll be giving a presentation on Minimum Viable Product (MVP) in Toronto, Ontario for INplay 2010, May 18-19, a conference focused on kids creative industries with &#8220;insights and opportunities in the interactive space.&#8221; Minimum Viable Product is a product development and release methodology pioneered by Eric Ries. Its main tenet is the development and early [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll be giving a presentation on Minimum Viable Product (MVP) in Toronto, Ontario for <a href="http://www.inplay2010.com">INplay 2010</a>, May 18-19, a conference focused on kids creative industries with &#8220;insights and opportunities in the interactive space.&#8221;</p>
<p><a href="http://en.wikipedia.org/wiki/Minimum_viable_product">Minimum Viable Product</a> is a product development and release methodology pioneered by <a href="http://www.startuplessonslearned.com/">Eric Ries</a>. Its main tenet is the development and early release of only the core of your product, allowing the marketplace to vet and feedback on its pros and cons. While the developer still has a roadmap of their own, risk is mitigated and the product offering more tightly focused when the core is released early and iterated upon often, in response to real customer feedback.</p>
<p>In my presentation, I&#8217;ll go into why MVP has (or should) become your standard operating procedure for launching new products, especially in the online space. Hope to see you there!</p>
]]></content:encoded>
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		<title>4 Keys to a Successful Social Game That Every Developer Should Know</title>
		<link>http://www.adriancrook.com/2010/03/08/4-keys-to-a-successful-social-game-that-every-developer-should-know/</link>
		<comments>http://www.adriancrook.com/2010/03/08/4-keys-to-a-successful-social-game-that-every-developer-should-know/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 00:28:06 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[conference]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=217</guid>
		<description><![CDATA[Flash Games Summit, March 8, 2010. Please excuse spelling mistakes as these are pretty much liveblogged. Session ended 5 minutes ago. Moderator: Sana Choudray, Traffichoney Dan Fiden, Playfish David Stewart, Playdom Gavin Barrett, Crowdstar Mark Skaggs, Zynga Sana: What are four words that are the keys to successful social games? Dan: Social - provide a [...]]]></description>
			<content:encoded><![CDATA[<p>Flash Games Summit, March 8, 2010. Please excuse spelling mistakes as  these are pretty much liveblogged. Session ended 5 minutes ago.</p>
<ul>
<li>Moderator: Sana Choudray, Traffichoney</li>
<li>Dan Fiden, Playfish</li>
<li>David Stewart, Playdom</li>
<li>Gavin Barrett, Crowdstar</li>
<li>Mark Skaggs, Zynga</li>
</ul>
<p><strong> <span id="more-217"></span>Sana: What are four words that are the keys to successful social  games?<br />
</strong><br />
Dan: <strong>Social </strong>- provide a context for meaningful interaction, <strong>Relatable</strong>,  pick themes  and mechanics that are understandable and aspirational; <strong>Rewarding</strong>,   emotionally rewarding and socially, reinforcement schedules to keep   players engaged, <strong>Emergent </strong>gameplay, easy to pick up but emergent   complexity and depth</p>
<p>David: <strong>Appealing</strong>- people have to be attracted  to the game and  able to acquire new users easily, making something that  appeals to a  casual user is critical; <strong>Addictive </strong>- once you&#8217;ve acquired  user,  you need to retain them &#8211; important to make a game that makes  users  come back; <strong>Social </strong>- that&#8217;s the secret sauce about Facebook and   what makes the space different &#8211; need to have users want to share what   they&#8217;re doing with their friends; <strong>Fun </strong>- if something isn&#8217;t fun,  it won&#8217;t  monetize&#8230;</p>
<p>Gavin: <strong>Monetizable </strong>- if it&#8217;s not fun, you won&#8217;t make money out  of it; <strong> Quality </strong>- look at games in the market and know the  benchmarks for  playability, aesthetic quality, etc</p>
<p>Mark: <strong>Mass Market</strong> &#8211; if it doesn&#8217;t appeal to enough ppl, it  won&#8217;t be as  successful as you want; <strong>Invest </strong>- ppl need to be  excited about investing  their time in it, <strong>Express </strong>- needs to be a  game that ppl want to express  themselves in; <strong>Relationships </strong>-  allow ppl to create new relationships or  nurture existing relationships</p>
<p><strong> Sana: How well do you think some of the casual game devs are  doing with  moving to Facebook/social games?</strong></p>
<p>Dan: Depends on what you&#8217;re objectives are, but Bejeweled Blitz is   successful. Social mechanic makes the core Bejeweled mechanic even more   fun than it used to be. So if that&#8217;s your basis for success, they&#8217;ve   been successful. As a player, I enjoy it. It&#8217;s created meaningful social   interactions for me.</p>
<p>Gavin: Lot of ppl knock on your door with IP and think they can  create a  great social game and make lots of money. To date, there&#8217;s  been limited  use of existing brands in the space. Bejeweled is probably  the best  example.</p>
<p><strong> Sana: Why do you think those casual game companies don&#8217;t  experience the  same success on FB?</strong></p>
<p>Mark: Guild of Heroes was a Diablo 2 clone &#8211; I joined the company as  it  was finishing up. The question was how is it social &#8211; and it wasn&#8217;t.  The  team thinking was that they&#8217;d add the social afterward. And it  doesn&#8217;t  work. Needs to built from ground up.</p>
<p>David: I agree. So many examples of that. Lots of examples of games  on  FB that would be big if they weren&#8217;t on FB&#8230; FB games need to be  social  from the ground up. Also, lots of the users in the social gaming  space  are REALLY casual, so Bejeweled did it right with short play  sessions,  accessibility. Lastly, understanding all the API tie-ins on  each  platform &#8211; i.e. you should know what a user-to-user wall feed is  vs a  general feed is. Really important to understand these details.</p>
<p>David: Notifications have gone away. FB is moving away from  one-to-many  notifications and toward more deliberate, one-to-one  notifications. User  to User, App to User.</p>
<p>Dan: This move by FB has not had an effect on our games so far &#8211; it&#8217;s   been net neutral. If you&#8217;re giving users a meaningful experience, they   will go the distance to communicate. Cutting out the spammy   communications has not affected us.</p>
<p>Gavin: I think this is a pretty profound change. Makes it  increasingly  difficult for other companies to reach the same success we  have. Will be  very difficult for other companies to get where we have.  Changes way  you&#8217;re going to distribute your game. For business people,  it&#8217;s  something they need to look at closely to see how they&#8217;re going  to grow  their game. You&#8217;re going to have to spend more money to launch   something.</p>
<p><strong> Sana: What is the quality that a Crowdstar or another company  would look  for to choose to cross-promote, etc.</strong></p>
<p>Dan: What it isn&#8217;t is amazing incredibly high polish art or sound.  It&#8217;s a  polished game experience&#8230; getting into game easily and  understanding  objectives. Production values are part of it, but it&#8217;s  easy to mispend  focus on things that aren&#8217;t super important to the end  consumer. Make  sure that you&#8217;re thinking about your end user.</p>
<p>David: Things we look for in our own games are what we look for in   others. We&#8217;re interested in partnerships and acquisitions. With new   environment, it&#8217;s becoming harder and harder to expect to plop something   into FB and experience explosive viral growth.</p>
<p>Mark: The platform and industry is always going to change. You will   always need to evolve. Make sure your game is a game that ppl will want   to come back to play. We can send players your way, but if you can&#8217;t   keep them it&#8217;s pointless.</p>
<p><strong> Sana: Are Zynga and Playfish looking for developer partnerships?</strong></p>
<p>Dan: Yes.</p>
<p>Mark: We tend to acquire teams.</p>
<p>Gavin: Part of my job is to find outsource partners in Europe and  there  wasn&#8217;t any. If you can do it right in this space, there are great  opps  for partner services or be acquired.</p>
<p><strong> Sana: What should we expect a year from now?</strong></p>
<p>Dan: Over the next 12 months it will get harder&#8230; there will be   consolidation. More branded content over the next 12-24 months.</p>
<p>David: Production values and player expectations will go up. Not as  easy  for one person&#8217;s 6-week game to take off. Cost of entry will  increase.</p>
<p>Gavin: Interested to see how EA gets involved with Playfish. Have you   made an announcement about Madden (to Dan)?</p>
<p>Dan: No.</p>
<p>Gavin: Oops. I read it on the internet.</p>
<p>Dan: Then it&#8217;s probably true.</p>
<p>Mark: Technical and gameplay production value arms race will  continue.  But with a new vector: social: Everyone will try to one up  each other  there. NYT was talking about FB Connect and how everyone  wants to take  their experience with them outside of the ecosystem.</p>
<p><strong> Sana: What are the key metrics you look at for your games? We all  know  DAU, ARPU, etc.</strong></p>
<p>Mark: We look at DAU, MAUs, retention. We try to get retention above   30%. If you have a game where 5 out of 10 ppl come back every day, then   you have a good game.</p>
<p>Gavin: Revenue per DAU is a great one too. Games team should be  looking  every day at actions that can drive revenue and retention.</p>
<p><strong> Sana: Most of you have two currencies, right?</strong></p>
<p>David: We have a couple PHDs helpding to manage our economies.</p>
<p>Gavin: I heard one of the Playfish guys saying they deal with a  billion  pieces of data a day(?).</p>
<p>Mark: Zynga collects 5TB of data per day and we have a team that  turns  that into reports we can track.</p>
<p>David: Very different from any other industry I&#8217;ve seen. I came from   Google and YouTube and thought those were data driven companies, but   this is way beyond that. You can make valuable decisions within minutes   because everyone is logged in all the time and the quality of the info   is so much higher than worrying about cookies, etc.</p>
<p><strong> Question: Do we have benchmarks or targets for revenues for  active  users?</strong></p>
<p>Gavin: I direct you to Justin Smith &#8211; Google him &#8211; he has a lot of  good  benchmarks.</p>
<p>David: How leaky is your bucket&#8230; retention is big for us. Need to  look  at how the revenue piece fits into virality and retention.</p>
<p>Mark: Make sure expenses don&#8217;t exceed revenues&#8230; user acquisition  costs  don&#8217;t exceed lifetime revenue per player, etc.</p>
<p><strong> Sana: What are the different user acquisition methods?</strong></p>
<p>Mark: Ads, fan pages, forums, podcasts, recommendations from friends   (these work best). Word of mouth always works best.</p>
<p>David: Totally agree with that. As we&#8217;re all growing, cross promotion  is  really important. Not just friends to friends or word of mouth, but  if  you can build up a trusted brand, then people want to try the next  game  you put out.</p>
<p><strong> Sana: Is community marketing important to you guys?</strong></p>
<p>Gavin: Support of your community and the interaction with them is the   most important thing you can do. They need to feel that you&#8217;re there  and  listening. You need to find a way to feed what you&#8217;re getting from  your  community back into the game.</p>
<p>David: We have different levels of community marketing. We have fan   pages, blogs for more hardcore users, and forums are the deepest &#8211; for a   smaller number of really dedicated users.</p>
<p>Dan: Managing your community is really curating your space. All of it   goes toward getting players to the point where they will promote your   game for you.</p>
<p><strong> Question: What do you guys think of the FB currency platform?</strong></p>
<p>Gavin: Positive thing. It&#8217;s a trusted brand. The amount of ppl who   actually make purchases in our games is quite low. We want to build up   that number. So if FB currency increases that number, then great. If it   gets more ppl used to spending money on FB, awesome.</p>
<p>David: We&#8217;ve been working with FB a lot as well and it is already   showing signs of reducing friction in payment, so it&#8217;s promising. One of   the challenges all devs are working on is trying to figure out how to   fit it into the game while having the same freedom we did in the past   (in terms of seeding premium currency, for example).</p>
<p>Mark: My sense is FB is really working hard to take care of their   ecosystem. If you have your own currency, you can give it away. But with   someone else&#8217;s you can&#8217;t. However it plays out, I think FB will get it   right as they know the value of developers.</p>
<p><strong> Question: What is the minimum bar for success?<br />
</strong><br />
Mark: 5M DAU</p>
<p>David: Don&#8217;t have one.</p>
<p>Dan: It varies. Metrics are important, but we also want to accomplish   something creatively.</p>
<p>Question: If games come out today, what chance for success do they  have?</p>
<p>David: If you&#8217;re really sure you have a hit, do you have the  resources  or partnerships in place to make it a success.</p>
<p>Gavin: The ladder is going away&#8230; getting harder to succeed.</p>
<p>Mark: If you copy, you&#8217;re doing what everyone has done before.  Innovate  and you might have a chance to be successful.</p>
<p><strong> Question: Returns for investors&#8230; do you think you are providing  good  returns?</strong></p>
<p>YES ALL AROUND, of course.</p>
<p><strong> Question: Aren&#8217;t these games just sophisticated slot machines?</strong></p>
<p>Mark: Farmville brings families together. Moms play with their 4 year   olds, etc.</p>
<p><strong> Sana: Are a lot of people opting in to giving you their emails on  FB?</strong></p>
<p>Dan: Yes&#8230; we&#8217;re just starting to use it, but if you have a positive   relationship with your end user, then it can be great.</p>
<p>David: We&#8217;re getting high engagement. It&#8217;s been very successful.</p>
<p>Mark: Email, used right, opens new possibilities for interacting with   players. We don&#8217;t have to worry about feed phrasing or whether  Facebook  likes it &#8211; you can communicate directly with players.</p>
<p><strong> Sana: What is the ARPU across all your games.</strong></p>
<p>NO ONE ANSWERS, of course.</p>
<p>Mark: Look it up on the web &#8211; lots of what&#8217;s out there is accurate.</p>
<p><strong> Sana: Retention rates across games, what are they?</strong></p>
<p>Gavin: Available on the web, but 30% is a good benchmark.</p>
<p>David: We track 1-day, 2-day, 3-day, 7-day retention rates.</p>
<p><strong> Sana: Percentage of time spend on new IP versus optimizing old?</strong></p>
<p>David: Playdom was 60 ppl when I joined in July, but now we&#8217;re 300.  So  we&#8217;re really focused on new games now.</p>
<p>Gavin: It&#8217;s all about innovation.</p>
<p>Mark: I spend 100% of my time on new IP. I was trying to calculate  this  across Zynga and I suspect it&#8217;s about 30% spend on new IP.</p>
<p>Dan: Same at Playfish. Teams grow at launch, of course.</p>
<p>Mark: Real work starts after launch. Can&#8217;t discount the innovation  that  happens after launch.</p>
<p>David: Our teams grow when a game goes live &#8211; we don&#8217;t pull away from   it.</p>
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		<title>Monetizing Your Game Outside of Sponsorship &#8211; Flash Gaming Summit</title>
		<link>http://www.adriancrook.com/2010/03/08/monetizing-your-game-outside-of-sponsorship-flash-gaming-summit/</link>
		<comments>http://www.adriancrook.com/2010/03/08/monetizing-your-game-outside-of-sponsorship-flash-gaming-summit/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 00:25:20 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[conference]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=214</guid>
		<description><![CDATA[Flash Gaming Summit liveblog from the following panel: Monetizing Your Game Outside of Sponsorship Moderator: Andy Moore, Andy Moore Games Colin Northway, Fantastic Contraption Daniel James, Three Rings Sian Yue Tan, Rocketbirds William Stallwood, Cipher Prime Daniel (when introducing himself): Whirled is at $300K revenue, $5M invested. Abject failure. Andy: How do you define success? [...]]]></description>
			<content:encoded><![CDATA[<p>Flash Gaming Summit liveblog from the following panel:</p>
<p>Monetizing Your Game Outside of Sponsorship</p>
<ul>
<li>Moderator: Andy  Moore, Andy Moore Games</li>
<li>Colin Northway, Fantastic Contraption</li>
<li>Daniel  James, Three Rings</li>
<li>Sian Yue Tan, Rocketbirds</li>
<li>William  Stallwood, Cipher Prime</li>
</ul>
<p><span id="more-214"></span>Daniel (when introducing himself):  Whirled is at $300K revenue, $5M  invested. Abject failure.</p>
<p><strong> Andy: How do you define success?</strong></p>
<p>William: Everyone says money. But for us, it was to shift from doing   rich media apps to doing games, something we love. It had to be   financially feasible. Philly cost of living is lower, so it was a bit   easier. Success is to be able to do what we&#8217;re doing with a year&#8217;s worth   of income in the bank, at least.</p>
<p>Sian: Getting this game out on a platform. That&#8217;s our end goal. We  like  Flash and its ease of distribution. Helps out for pitching it to  various  parties who might be interested. We are fairly new and the game  only  came out recently, so we are still experimenting with different   distribution and selling systems.</p>
<p>Daniel: It&#8217;s a Maslow&#8217;s Hierarchy question. Base level is food in our   bellies. Beyond that, we would have all made different career choices  if  we were all motivated by money &#8211; aside from those working for Zynga   (ooh zinger! as I sit beside a Zynga Studio GM). Farmville has   tremendous culture meaning, 70M ppl playing 4 or 5 times a day &#8211; that&#8217;s a   tremendous success. For us, our aspirations are not that high. We are   not chasing Zynga. We are making FB games and success both economically   and opportunity cost wise, if we can get 1M to try a game, that&#8217;s   amazing. If we can get 100-200K of those ppl to stick with it, then   that&#8217;s a level of success we can justify moving forward on. We can be   sure that some of those ppl had an enriching experience. I got an email   from a girl who had met her boyfriend on Puzzle Pirates and was tickled   about that. More and more we&#8217;ll see life-changing interactions via   games.</p>
<p>Colin: I want to do something I like and I don&#8217;t want a boss. That  ties  into monetizing on a portal or without a portal, because in some  degree  the portal sets the rule. They decide what success means, they  want a  specific game, you lose a lot of control if you start making  games to  someone else&#8217;s tune. One of the advantages of going off the  beaten path  is that you can do what you want without worrying about  what others  think.</p>
<p>William: We took a different approach. We had some good deals we  could  have taken from portals. But having our own destination site  allowed us  to make the experience we wanted to make. But not we can  tailor our  environment to exactly what we want. We can see everything  about our  game. We can better gauge the fun level. We wouldn&#8217;t be able  to do that  if we were on a portal due to the saving of the information  (i.e. who  owns the customer data). We got viral very early on &#8211; we went  down on  Thanksgiving with 80K hits, we had no donation or pre-order  button &#8211;  this was a first time experience for us. We missed the train &#8211;  they  loved it, but they found something new and interesting. We put a  mailing  list sign up there and got 17K addresses, but we missed the   monetization window. It&#8217;s important that when success happens, you&#8217;re   set up to handle it. If you&#8217;re really going to take a big risk to make a   longer title, then make sure you&#8217;ve got the ability to monetize it  when  it releases. We missed that and I&#8217;d hate for others to miss it.</p>
<p><strong> Andy: Attaining critical mass is the key challenge to selling a  game.  Did you do anything specific to create that?</strong></p>
<p>William: Our first press release went to Jayisgames.com and that was   huge traffic. Getting to know all these people and establishing these   press contacts was really important. I still write individual emails to   our press list rather than blasting our releases. They follow us and   evangelize us.</p>
<p>Colin: Press is a good thing when you have your own site vs being on a   portal. There&#8217;s not mixup between you and portal &#8211; you get all the   benefit. The press says the game is by you, those customers know who you   are and of value to you later.</p>
<p>William: Big advantage to having a small company. When our game first   came out, we really sold ourselves, not the game. All about our   backgrounds and driving people to us because of our personal story.   Press people want those personal stories.</p>
<p>Sian: When we rolled out, we had a major deadline, we wanted to hit  the  IGF deadline and go live that day. We put the final touches on that  game  and made sure it worked up to that day. In hindsight, we should  have  press released and made it known as soon as our game was out. But  we  didn&#8217;t because we wanted to soft launch and debug. So we took a low  key  approach so we had time to fix problems. But then the press got a  hold  of it and we were overwhelmed by the response. It helped a lot  once the  nominations came out that we were on that list. Now we&#8217;re  discussing  getting it onto the distribution networks and selling it as a   downloadable.</p>
<p><strong> Andy: Fantastic Contraption had no press releases&#8230;</strong></p>
<p>Colin: This is the big difference between going with the portal and   doing it yourself. When doing it yourself, your biggest challenge is   getting people to your game. Internet is the best&#8230; iPhone is more   challenging. Content is solved on the internet so you can be found in a   myriad of ways. Jayisgames and Stumbleupon sent me a ton of traffic.   Fantastic Contraption&#8217;s main mode of spreading is by making things&#8230; so   when they save a creation, they can send it to their friends via a   simple URL. So they can send that item to all their friends, which   drives people back to your site. It&#8217;s a genuine notion of people sharing   what they&#8217;re creating. Now people are thinking about more creative  ways  to drive traffic back to their site. When you&#8217;re doing game  design, if  you are prototyping something that people want to share,  then make sure  you expand on that.</p>
<p><strong> Andy: How did you get that early success with Puzzle Pirates?</strong></p>
<p>Daniel: Puzzle Pirates was 2003, 2004, 2005 &#8211; so ancient history.  Tough  to draw current lessons from. Penny Arcade gave us a big bump and  we  still have paying subs from that, 5 years later. We are  systemically  crap at marketing our stuff. We are good at making them,  bad at  marketing them. We have done some rev share agreements with  PopCap and  Shockwave and Miniclip. Miniclip continues to promote us.  Those deals  were hard to do and have become harder to do. You&#8217;d think  it would be  easy, but most portals have a lot of sensitivity about the  strategic  value of keeping their users on their websites. We would  happily use  someone else&#8217;s billing platform, but most of them don&#8217;t  have a billing  platform that would support Puzzle Pirates subs or  microtrans. Even  Steam doesn&#8217;t support free to play.</p>
<p><strong> Andy: Is there anything looking back that you wish went  differently?  Mistakes?</strong></p>
<p>William: We really didn&#8217;t have a lot of thoughts about monetization.   Looking back, would we have done better if we had wrapped the game and   sold the exe? Hard to know. We will be doing our next game through   Steam. Problem is when talking to peers about strategies is that they&#8217;re   all different games &#8211; tough to draw conclusions. Another thing about a   destination site is that you&#8217;re taking their money and they have no  idea  who you are. There is a lot you have to do there in terms of  customer  support. You can go another route and not do the destination  site thing.  More value in it though.. just a lot more work. Not as  simple as just  making a game.</p>
<p>Colin: You have to wear an incredible number of hats.</p>
<p><strong> Andy: Choosing between subscription and flat fee can make or  break your  game. Fantastic Contraption was one of the first games to  ask for money.  How did you set the price?</strong></p>
<p>Colin: Price point is tough. I don&#8217;t have an answer for that. I  should  have probably fiddled more with price points and pay walls. You  should  definitely take advantage of that when you have control over it.  If  things don&#8217;t go perfectly at launch, you can still change things. I   should have done more of that on FC, but didn&#8217;t. I figured it was half   as good as World of Goo so I charged half as much.</p>
<p>Sian: Rocketbirds sold for $10. It&#8217;s somewhere between $5-$15 and  that  seemed sort of right. We thought it was a good price to pay for  our  game. We didn&#8217;t count on the game selling worldwide. $10 US may not  work  in other territories. Perhaps we are pricing it too cheap? $15  might  work better &#8211; it&#8217;s a full blown game, just happens to be in  Flash. Once  you choose a price you shouldn&#8217;t mess with it, is my  belief.</p>
<p>Daniel: Tons of research on changing prices. People will complain,  but  it&#8217;s a very good idea to change prices. Steam drops some prices to  $2  over Christmas &#8211; they make lots of money. Definitely the evidence is   that you should experiment with price. The subtext of what Colin said   about pricing is that we pull the number out of our butts. With   microtrans in Puzzle Pirates we made up the initial prices due to lack   of reference points at the time. Making it up is a reasonable approach,   but not testing them is not reasonable. Be diligent about testing your   hypotheses. As someone who is inclined to take a product-led approach &#8211;   execute your genius idea and get rich &#8211; but if you are not of this   approach, if you would prefer to reach a large audience, make money,   have commercial success, then you really want to find out as soon as   possible. So test your hypotheses as soon as you can. We didn&#8217;t do this   with Whirled. We had all these hypotheses re: UGC ad rev sharing that   didn&#8217;t come true. We could have tested these for an order of magnitude   less money than we wound up spending developing it. Lots of ways we   could have found out if users would use our tools, but we didn&#8217;t.   Recently we shifted our entire product development to lean development &#8211;   Eric Ries, minimum viable product (ed note: definitely check this out &#8211;   amazed how many people still don&#8217;t know about this). Execute, iterate,   and change based on customer feedback.</p>
<p>William: We did come up with an answer to pricing. We took donations a   week after launch and made about $10K &#8211; but don&#8217;t get false hope  because  that&#8217;s an abnormally high number. We found our price point by  looking  at the average donation. The way you bracket donations dictates  the  average donation. We played around with this and raised our  average  donation ($3) and eventually got people who would on occasion  donate  $100. At this point, there still was no game. We were  discovering what  people would pay. Tim Ferriss recommends the pre-order  fake sales page  to capture user purchase intent before the product is  ever developed (ed  note: this is another form of MVP &#8211; minimum viable  product).</p>
<p>Daniel: You can even have a form that lets people state what they  would  donate, but then cut them off before they give you money and say  it&#8217;s  not available just yet.</p>
<p><strong> Andy: SIan, did you do any testing on pricing?</strong></p>
<p>Sian: Um, no I didn&#8217;t. I pulled it out of my ass.</p>
<p><strong> Andy: What about advertising?</strong></p>
<p>Colin: I&#8217;ve had no luck either selling ads or advertising the game   itself. Not really sure why&#8230; well I sort of know. It&#8217;s hard for you if   you own your own site to get the dollars&#8230; you don&#8217;t have enough   traffic to get decent CPMs and can&#8217;t attract attention. If you go your   own way and don&#8217;t use a portal, it&#8217;s a lot more work. It sure is, but   there are a lot more advantages. Also sometimes your game may not work   on a portal. Some people have tried to make their own portal, but most   have failed. Hopefully you are making a game you love. Some people feel   like the game they&#8217;re making chose them, rather than the other way   around. If that&#8217;s the case, you should explore all your options and do   testing before you spend a year in development. Be really creative in   what you&#8217;re doing and don&#8217;t be afraid to try things that others are too   afraid to try.</p>
<p>Daniel: I like eating (in reference to needing to earn money).  Returning  to ads&#8230; we&#8217;ve spent lots of ads over the years. The rev  share deals  are tough to get done but work well. We have not had  success with Google  but I know people who have. IMVU is the most  obvious VW with ubiquitous  ads. We&#8217;ve been doing a lot with FB ads  lately. We&#8217;ve driven some  Puzzle Pirates traffic that way. You can buy  by CPC and target  demographics&#8230; certain age, town, interest, etc.  Very powerful ad  platform. All done online &#8211; no calls to greasy  salespeople. We actually  tested 6 concepts by doing FB ads and landing  pages and looking at click  through rates and landing page conversions  (pages said &#8220;coming soon&#8221;).  Winning concept from all that blew away all  the others by five-fold &#8211; so  now we are making that game with the  confidence that it is the right  concept. Start by driving a small  amount of traffic to your site each  day &#8211; say $50 &#8211; vary your offering  and measure stickiness. You don&#8217;t  need to have a launch event. There&#8217;s  usually an initial spike then a  quick trailoff &#8211; that&#8217;s not a  sustainable system for a product like  ours. It&#8217;s all about long-term  sustainability.</p>
<p>William: Actually monetizing ads on your site is pretty impossible.   Building a system to target someone demographically, etc is very tough.   Portals have an advantage here. This is what portals do, so if you have   an ad-supported game, portals are probably your best bet. You can put   the Google ads on your site, but to give you an idea of what you can   make we made $1000/month initially when we went viral, but then Google   found out we were a game dev and they cut us off. They didn&#8217;t want that   kind of traffic. It wasn&#8217;t a viable option for us. If you&#8217;re bigger  than  a five person company, then go for it.</p>
<p>Daniel: Lots of other ad networks like Mochi &#8211; I am surprised it&#8217;s  not  more viable.</p>
<p>William: You can get great targeting with Google ads and they  actually  improve your SEO score so it helps your pagerank. Worth doing &#8211;  you can  run different sets of ads to see if the next year of your life  is worth  spending on this game.</p>
<p><strong> Andy: If everything works out how you want, what do you think the   industry will look like?</strong></p>
<p>Colin: I would love to see FB act like as a massive ramp to get more  and  more people playing games.</p>
<p>Daniel: FB is interesting, but the thing to compare and contrast is  the  situation with casual portals and any website that is curated and   managed by ppl who believe they understand their audience is a walled   garden. When an audience is walled it is a less vibrant and free market   than it would be otherwise. What excites me is the trend toward   transparent, open markets where players can discover games for   themselves via genuine word of mouth. Sometimes on a good day I feel   like we&#8217;re on a fast track toward greater transparency. But on down days   I feel like things like some of FB&#8217;s recent moves make it feel more   like a curated platform than a wild west, free market.</p>
<p>Sian: I hope cloud gaming becomes more prevalent. Rocketbirds uses  cloud  servers to stream the data as quickly as possible. I think it&#8217;s a  great  way to play anywhere. I hope people will continue to do that.</p>
<p>William: I want to see the day when Flash games don&#8217;t get called  Flash  games anymore. (applause from crowd) I want to see more time  spent on  the game and less time spent on A/B testing and marketing. I  want it to  be OK just to have a game and not have it need to be called a  Flash  game.</p>
<p><strong> Question: Maslow&#8217;s Hierarchy of needs has self-actualization at  its  top&#8230; despite not having reliability of steady job, has it been  worth  it?</strong></p>
<p>Colin: Hell yeah. Easily yes. I do think that having an incredibly   boring day job is a fantastic way to make a great game.</p>
<p>Daniel: I didn&#8217;t get paid last year, but it&#8217;s still worth it.</p>
<p>Sian: Same here. The reward is sharing the game with people.</p>
<p><strong> Question: What is it that you&#8217;re going to do on this next project  that  will make it that much more successful?</strong></p>
<p>William: We have a new title coming out soon. We&#8217;re going with Steam.   We&#8217;re wrapping it so it doesn&#8217;t look like Flash. We&#8217;re thinking of  using  portals as a marketing ploy. We will have a free Flash version of  the  game to draw people to our site. Premium version sold through our  site  and Steam.</p>
<p>Colin: I am full speed ahead on using Flash. I want to use social   interaction to get people to tell others about the game.</p>
<p>Daniel: We continue to do a lot of things &#8211; probably too many things.  We  have an MMO that will launch this year, possibly on Steam. We are  very  focused on the distribution opportunities. We are also doing a lot  of FB  stuff &#8211; we are gung-ho on that as a platform, but there a big  question  marks on FB. Interesting the psychology of download &#8211; why will  ppl  gladly hand over money for something they install vs a browser  game?</p>
<p>Sian: We&#8217;ve noticed that performance is always an issue. Our action  game  is of course reliant on performance. We&#8217;d like to lower the  minspec and  see how low we can go.</p>
<p><strong> Question: Have you thought about taking the experience to mobile?   Checking leaderboards while in line at Starbucks, etc? Then go home  and  play on browser?</strong></p>
<p>Colin: I love the idea. Playing the game online as well as playing a   component of it on your phone. We have these advantages that console   devs don&#8217;t have&#8230; we have the net and can take full advantage of it. We   can push it a lot farther.</p>
<p>Daniel: We&#8217;ve not done a lot of mobile stuff. I am a big iPhone fan,  but  I am not a fan of the discovery process in the App Store &#8211; it&#8217;s a  bit  of a crapshoot. If you have a large established web property then  you  can drive mobile adoption. But we&#8217;re not quite big enough to do  that.</p>
<p>Sian: One of the other benefits from us driving down our minspec is   being able to deploy on mobile, console, etc.</p>
<p>William: I think it&#8217;s awesome, so if someone is going to do it then   great. Having one game that you access in different ways from different   platorms.</p>
<p>Colin: How about a pirate game where you build ships and fight  battles  on your iPhone? (directed at Daniel)</p>
<p>Daniel: I&#8217;ll test that. (snickers)</p>
<p><strong> Question: Which wrapper, William?</strong></p>
<p>William: Nprojector.</p>
<p><strong> Question: What about scalability issues &#8211; how did you overcome  that? </strong></p>
<p>Sian: We use Amazon&#8217;s cloud service. Easy to use. Within 2 days you  have  your game on their server. Our game is about 100mb as a full  download  and you don&#8217;t want to be hosting that yourself and have it  shut down  when you&#8217;re successful.</p>
<p>Daniel: We use Amazon for all our new stuff as well. Re: how to   anticipate traffic volume, ppl usually guess too high. World of Goo was   run off of one box for a long time. Puzzle Pirates gets 2000 concurrent   players on a single piece of hardware. So you have some breathing  room.  Unless you&#8217;re doing some crazy big launch event (which I suggest  you  don&#8217;t), then you&#8217;ve got a chance to work out the kinks.</p>
<p>William: If your server goes down its almost a good PR event  sometimes.  But be prepared to get it back up quickly if you need to.  Our server  went down and we went to dinner for two hours before coming  back to get  it online.</p>
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		<title>GDC 2010 &amp; Flash Gaming Summit</title>
		<link>http://www.adriancrook.com/2010/02/19/gdc-2010-flash-gaming-summit/</link>
		<comments>http://www.adriancrook.com/2010/02/19/gdc-2010-flash-gaming-summit/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 03:45:48 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=198</guid>
		<description><![CDATA[From March 7th to 13th, 2010 I&#8217;ll be at Game Developers Conference 2010 and the Flash Gaming Summit in San Francisco, California. These are both superb conferences that draw many first-rate developers from around the globe. In the past, I&#8217;ve attended GDC as a speaker, delivering a presentation on Free-To-Play games to 400 attendees, or [...]]]></description>
			<content:encoded><![CDATA[<p>From March 7th to 13th, 2010 I&#8217;ll be at <a href="http://www.gdconf.com/">Game Developers Conference 2010</a> and the <a href="http://www.flashgamingsummit.com/">Flash Gaming Summit</a> in San Francisco, California. These are both superb conferences that draw many <a href="http://www.adriancrook.com/wp-content/uploads/2010/02/Capture.png"><img class="alignright size-medium wp-image-201" title="Capture" src="http://www.adriancrook.com/wp-content/uploads/2010/02/Capture-300x254.png" alt="" width="115" height="98" /></a>first-rate developers from around the globe.</p>
<p>In the past, I&#8217;ve attended GDC as a speaker, delivering a <a href="http://www.worldsinmotion.biz/2008/02/wim_summit_adrian_crook_talks.php">presentation on Free-To-Play games</a> to 400 attendees, or as press, covering the conference for my <a href="http://www.freetoplay.biz">FreeToPlay.biz industry blog</a>.</p>
<p>But most often I attend GDC and other conferences as a developer and consultant, meeting up with clients of the <a href="http://www.adriancrook.com/wp-content/uploads/2010/02/GDC2010_logo.png"><img class="alignright size-medium wp-image-202" title="GDC2010_logo" src="http://www.adriancrook.com/wp-content/uploads/2010/02/GDC2010_logo-300x144.png" alt="" width="117" height="56" /></a>past, present and future. If you are looking for design, production or strategy consultation to get a game-related product to market &#8211; and you&#8217;re attending GDC &#8211; <a href="http://www.adriancrook.com/contact/">contact me</a> and we&#8217;ll setup a time to meet.</p>
<p>I&#8217;m looking forward to making new acquaintances and reconnecting with my colleagues from gaming hubs throughout the world.</p>
<p>See you at GDC,</p>
<p>Adrian</p>
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		<title>The Princess and the Frog</title>
		<link>http://www.adriancrook.com/2009/11/20/the-princess-and-the-frog/</link>
		<comments>http://www.adriancrook.com/2009/11/20/the-princess-and-the-frog/#comments</comments>
		<pubDate>Fri, 20 Nov 2009 23:11:12 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=184</guid>
		<description><![CDATA[The Princess and the Frog is a Wii and PC game based on the Disney movie released Fall 2009. I was contracted by Amaze Entertainment to author the high level design for the Wii product, which later spawned the PC sku. I served as the Lead Designer until the internal team was staffed up.]]></description>
			<content:encoded><![CDATA[<p>The Princess and the Frog is a Wii and PC game based on the Disney movie released Fall 2009. I was contracted by Amaze Entertainment to author the high level design for the Wii product, which later spawned the PC sku. I served as the Lead Designer until the internal team was staffed up.</p>
<p>The Princess and the Frog is geared toward tween girls and was designed to touch upon elements of exploration (quest hubs, 3D platforming), self-expression (creating outfits and recipes) and socialization (mini-games for 1-4 players).</p>
<p><strong>Features</strong></p>
<ul>
<li>30 replayable Wii-exclusive mini-games for 1-4 players</li>
<li>Play &amp; move to music, cook New Orleans cuisine, and try on multiple outfits with Tiana &amp; her friends</li>
<li>Collect Mardi Gras beads to trade for new dresses, fabrics, ingredients and recipes</li>
<li>Explore quest hubs with drop-in/drop-out Multiplayer</li>
<li>Discover five beautiful New Orleans hub locations including the French Quarter and the Bayou</li>
<li>Have fun with eight playable characters and multiple NPCs</li>
</ul>
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		<title>Speaking at Casual Connect Seattle</title>
		<link>http://www.adriancrook.com/2009/07/13/adrian-crook-speaking-at-casual-connect-seattle/</link>
		<comments>http://www.adriancrook.com/2009/07/13/adrian-crook-speaking-at-casual-connect-seattle/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 07:23:01 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[conference]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=175</guid>
		<description><![CDATA[Adrian Crook, industry consultant (www.adriancrook.com) and Editor of FreeToPlay.biz, will be speaking at this year&#8217;s Casual Connect in Seattle. I&#8217;ll be in Seattle from Sunday, July 19 to Thursday, July 23rd. Drop me a line if you&#8217;d like to meet up to discuss working together. I&#8217;ve been invited to speak at a roundtable called &#8220;Contractor, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-429" title="Picture 9" src="http://freetoplay.biz/wp-content/uploads/2009/07/Picture-9-300x76.png" alt="Picture 9" width="190" height="48" />Adrian Crook, industry consultant (<a href="http://www.adriancrook.com/">www.adriancrook.com</a>) and Editor of <a href="http://www.freetoplay.biz">FreeToPlay.biz</a>, will be speaking at this year&#8217;s Casual Connect in Seattle.<em> </em>I&#8217;ll be in Seattle from Sunday, July 19 to Thursday, July 23rd.</p>
<p><strong><a href="http://www.adriancrook.com/contact/">Drop me a line</a> if you&#8217;d like to meet up to discuss working together.</strong></p>
<p>I&#8217;ve been invited to speak at a roundtable called &#8220;<em>Contractor, Freelance or Employee</em>&#8221; during the <a href="http://seattle.casualconnect.org/leadership.html">Casual Connect Leadership Development Forum</a> on July 20th. I&#8217;m obviously 100% in the corner of being a freelancer/consultant as it&#8217;s been 2 years since I made the jump from 13+ years spent in the core game industry and things have gone great.</p>
<p>(Check my blog for a <a href="http://www.adriancrook.com/2009/01/20/recap-of-my-2008-work/">wrap-up of my 2008 consulting business</a>&#8230; a great year, thanks to phenomenal clients!)</p>
<p>The Leadership Development Forum is put on by <a href="http://www.womeningamesinternational.org/">Women In Games International</a> &#8211; the organization I have to thank for making me the only male on my roundtable. How rare!</p>
<p>See below for links to bios for me and my fellow roundtablers:</p>
<p><a href="http://seattle.casualconnect.org/leadership.html#c" target="_blank">Adrian Crook</a><br />
<a href="http://seattle.casualconnect.org/leadership.html#b" target="_blank">Noelle Hunt Bennett</a>, Big Fish Games<br />
<a href="http://seattle.casualconnect.org/leadership.html#k" target="_blank">Naomi Kawase</a><br />
<a href="http://seattle.casualconnect.org/leadership.html#v" target="_blank">Belinda Van Sickle</a>, GameDocs</p>
<p style="text-align: center;"><a href="http://www.facebook.com/profile.php?id=507576985"><img class="size-full wp-image-152" style="border: 0pt none;" title="facebook" src="http://www.adriancrook.com/wp-content/uploads/2009/01/facebook.jpg" alt="View Adrian's Facebook Profile" width="160" height="39" /></a><a href="http://www.linkedin.com/in/adrian"><img class="size-full wp-image-151" style="border: 0pt none; margin-left: 1px; margin-right: 1px;" title="linkedin" src="http://www.adriancrook.com/wp-content/uploads/2009/01/linkedin.jpg" alt="View Adrian's LinkedIn Profile" width="160" height="39" /></a><a href="http://twitter.com/adriancrook"><img class="size-full wp-image-153" style="border: 0pt none;" title="twitter" src="http://www.adriancrook.com/wp-content/uploads/2009/01/twitter.jpg" alt="View Adrian's Twitter Profile" width="160" height="39" /></a></p>
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		<title>Recap Of My 2008 Work</title>
		<link>http://www.adriancrook.com/2009/01/20/recap-of-my-2008-work/</link>
		<comments>http://www.adriancrook.com/2009/01/20/recap-of-my-2008-work/#comments</comments>
		<pubDate>Tue, 20 Jan 2009 22:10:44 +0000</pubDate>
		<dc:creator>Adrian Crook</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.adriancrook.com/?p=69</guid>
		<description><![CDATA[For all who are new here, feel free to read the About section for an introduction to me. For social media links, click on the images at the bottom of this post. For new and old visitors alike, I thought I&#8217;d post a quick rundown of last year&#8217;s work, so potential clients can get an [...]]]></description>
			<content:encoded><![CDATA[<p>For all who are new here, feel free to read the <a href="http://www.adriancrook.com/about/">About</a> section for an introduction to me. For social media links, click on the images at the bottom of this post.</p>
<p>For new and old visitors alike, I thought I&#8217;d post a quick rundown of last year&#8217;s work, so potential clients can get an idea of what I&#8217;ve consulted on over the last year. It was an awesome 2008 &#8211; very diverse and engaging, lots of personal learning (and ways to apply old wisdom). Looking forward to an even better &#8217;09.</p>
<p>I can&#8217;t name clients of course, but these are some of the projects I worked on in 2008:</p>
<ul>
<li>Original 100 page design of Wii game launching with a major kids movie, Xmas 09</li>
<li>Demo design of a PS3/X360 game for a major movie studio&#8217;s action franchise</li>
<li>Designed flash board game with mini-games for a major hospitality brand</li>
<li>Designed and secured funding for a free-to-play kids flash CCG with microtransactions, launching with Cartoon Network TV show this year</li>
<li>Reviewed 20+ grant applications for a provincial interactive ministry</li>
<li>Designed 2 iPhone games, still in pitch phase</li>
<li>Concept design of free-to-play casual MMO for kids to support marketing of the governing body of a major sport</li>
<li>Various design work on Facebook games &#8211; only one is out yet: <a href="http://www.facebook.com/apps/application.php?sid=c6c06bb3203c3b00fdb07eb9eb90b7cc&amp;id=8969316027&amp;ref=s">Prize Potato</a></li>
<li>Design review for major kids free-to-play casual MMO owned by a big media company</li>
</ul>
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