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Austin Hallock

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About Austin Hallock

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  1. Where to publish educational HTML5 games?

    Clay.io has an educational section. We're working on driving more consumer traffic to the site - right now it's not fantastic, but it's easy to add your game, and we help with distribution to other sites and marketplaces as well.
  2. As a weekend side-project, I developed HTMLGameEngine.com a resource that helps developers choose which HTML5 game engine is right for them.     Check it out here, rate your favorite game engine, and let me know what you think!
  3. Hey folks, I'm one of the co-founders of Clay.io, a platform for HTML5 games - with a focus on distribution and high level features for developers.     We primarily help with two things for developers:   Distribution In addition to our own marketplace, we also make it much easier to get your games on many other marketplaces with much less effort. Each marketplace has its own requirements (SSL for Facebook, manifest files for the Windows App Store, Chrome Web Store, Mozilla Marketplace) - all of which Clay.io takes care of for you. We'll even tell you which marketplace is performing best for your games. Documentation can be found here.     High Level Features Our API makes it easy to implement tedious features of game development, leaving you more time to focus on the game itself. These include: User Accounts Leaderboards Achievements In-game Payments Posting to Facebook/Twitter (and inviting Facebook friends) Analytics Persistent Data Storage Screenshots Multiplayer Rooms   Each can be done with just a few lines of JavaScript - you can have a look at the sandbox here.     The marketplace and API aren't tied to each other, so you can use the marketplace without using our API, and you can use our API without our marketplace.   We're always looking to improve, so let us know what you would like to see us do! My email is austin@clay.io
  4. Best Business Model Approach for HTML5?

    The most common model with HTML5 games right now is to get sponsors and license the game out - similar to much of the Flash game market. Typically that's associated with really simple games that work well on mobile web - developers will charge a few hundred bucks for each non-exclusive license. The best place to find sponsors right now is MarketJS.   Close behind sponsorships is advertisements, but from what I've seen so far, the bulk of that has been with mobile advertisements. This blog has some good stats and tips on exactly how well advertising and sponsors are working for him.   Selling any kind of web-only game is *really* difficult. You need to have great content in your game to compete with the hundreds of thousands of web games already online (I'm including Flash games). That's not to say it can't be done, it's something we're trying to tackle at Clay.io to get people more used to paying for better quality games (and making that payment process as easy as possible, like you mentioned with the Chrome Web Store).    If you decide to sell for an upfront cost, your best bet is to go with the various app stores: Android, iOS, Chrome, even Firefox OS.    If you have great content, I would recommend the more common web (and more and more mobile) model of free with in-app purchases.    HTML5 is still fairly new, so it's still to be seen what the common model will be, but my guess is ads, and in-game payments - I would like to see developers be able to successfully charge for their game upfront, but that's a big paradigm shift.   Hope that helps - just my observations from watching the HTML5 games market the past couple of years.
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