Comments on: Indie Flash Game Development: A 2009 Year-End Retrospective https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/ Archive of older blog posts written by Josh Tynjala about Flash, Flex, and ActionScript Wed, 26 Jun 2013 02:52:46 +0000 hourly 1 https://wordpress.org/?v=4.9.9 By: Indie Game Development 2012: A Look At My Third Year « Josh Talks Flash https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-32189 Sat, 11 Feb 2012 05:32:58 +0000 http://joshblog.net/?p=710#comment-32189 […] the year feeling a little underwhelmed. I earned less from game development in 2010 than I had in 2009—the year I started my indie adventure. I hadn’t found much success in mobile, and I was […]

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By: emily stephenes https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-16662 Tue, 06 Sep 2011 06:21:04 +0000 http://joshblog.net/?p=710#comment-16662 Thanks for the great post.And very good artical and pure statics.

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By: Josh Tynjala https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-11494 Wed, 15 Jun 2011 04:06:54 +0000 http://joshblog.net/?p=710#comment-11494 “Effective CPM… [is] calculated by dividing estimated earnings by the number of page impressions, then multiplying by 1000.”
Source: Google AdSense

If you solve that equation for earnings, ($0.20 / 1,000) * 10,000,000 returns $2,000, not $20,000.

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By: Rocky https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-11492 Wed, 15 Jun 2011 03:51:56 +0000 http://joshblog.net/?p=710#comment-11492 Thanks for the great post. Just one thing that I don´t seem to get: how come you didn´t get more add-view revenues from 16million plays? Even if you´d get 0,2 cpm with 10 million views, shouldn´t you be getting more like $20.000?

Or am I just calculating it all wrong?

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By: Indie Flash Game Development: 2010 « Josh Talks Flash https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-2307 Mon, 17 Jan 2011 16:07:12 +0000 http://joshblog.net/?p=710#comment-2307 […] a year ago, you may remember that I shared my revenue numbers for indie game development in 2009. I had big plans for Bowler Hat Games in 2010, but I guess I spent my time going in the […]

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By: Josh Tynjala https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-1583 Sun, 05 Dec 2010 01:16:09 +0000 http://joshblog.net/?p=710#comment-1583 QQ, I probably average about six hours a day. Some days it’s more, others a bit less. I try to make up for it with a couple extra hours on weekends. Some days, I’ll add an hour or two in the evening. I would guess it’s 30-35 hours a week, but I don’t spend time tracking it. Working at home where my only responsibility is to myself is definitely a challenge, but I’m getting better at it over time.

Between July and November of 2009, I generally spent 35 hours a week doing contract work for companies. I probably only worked 5-10 hours a week on my games during that time.

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By: QQ https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-1582 Sun, 05 Dec 2010 00:42:49 +0000 http://joshblog.net/?p=710#comment-1582 Very good article containing lots of pure statistics, but I have a question, how much hours a day have you been spending in that period ?

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By: Surge https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-1581 Mon, 25 Oct 2010 21:38:33 +0000 http://joshblog.net/?p=710#comment-1581 Thanks for the info, it is nice to have when you are thinking about diving in. This was a very helpful post.

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By: Colm https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-1580 Fri, 02 Apr 2010 16:59:11 +0000 http://joshblog.net/?p=710#comment-1580 Thanks for sharing the revenue numbers! Always interested in this kind of thing 🙂

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By: Josh Tynjala https://joshblog.net/2010/01/04/indie-flash-game-development-a-2009-year-end-retrospective/#comment-1579 Thu, 01 Apr 2010 23:02:30 +0000 http://joshblog.net/?p=710#comment-1579 FBIG, most of my time was spent on development. I didn’t feel the difference much for the web games because they were free and spread pretty easily, but my iPhone games could definitely use some more marketing. I’m slowly trying new things here and there to see how they help sales, but marketing is my biggest weakness and I’m not entirely sure what to do.

I’ve heard good stories from people who have hired marketing experts to put together a plan. They say that it can be expensive, but that the results more than make up for the price tag of such experience.

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