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Betting on HTML5 for game development


OkijinGames
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Starting a series of articles on the viability of HTML5 for commercial games on native mobile platforms (using my business as case studie) - will update as I complete the topic:

 

http://okijin.com/blog/index.php/betting-on-html5-for-game-development1/

 

 

http://okijin.com/blog/index.php/betting-on-html5-for-game-development2/

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Hehe yeah, agree with Rich. Talking about how HTML5 is beneficial because of it being multi-platform, that you can wrap it for native etc, is just not really news to a fellow HTML5 developer :) Of course, you're not writing this for us, so I can't fault you on this.

 

Hope to hear more about the marketing/business side of things, the game design process and as always I like to read about personal stories of hardships and peaks.

 

Thanks for sharing!

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  • 3 weeks later...

Thanks,

 

I have just posted part 3 of the series focusing on playtesting during the development cycle of mobile games, more specifically how HTML5 helped playtest Jelly Slice before its now imminent Windows Phone release.

 

http://okijin.com/blog/index.php/betting-html5-game-development-part-3/

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  • 4 weeks later...

2014 and the coming of age of HTML5 - discussing about the maturing of HTML5 and why non-exclusive licensing may not be scalable.

http://okijin.com/blog/index.php/2014-coming-age-html5/#!

Doesnt seem to work, just a blank page with header - blog logo, or sometiems just blank page. Happens wherever i click on your site :/ Laggy or bugged ? 

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I just found your blog yesterday and it's full of great stuff. Enjoyed reading today's too!

 

I agree that selling to a limited number of sponsors may not appear scalable, but with increased playerbase there is also the potential for an increasing # of new sponsors and publishers. Maybe there will come a point where revenue share deals will be more profitable than one-time licensing fees?

 

Regardless, I'm still betting on html5 games for success in two markets in the near future: non-exclusive licenses, and client work.

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  • 3 weeks later...

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