GameUI Market analysis (10 ways to evaluate the market)


  1. urgency: 1, not urgent. People have done well with publishing platforms so far, and there is nothing that makes innovation in this space urgent.
  2. market size: 7-8, content publishing is a big thing. Anyone who publishes, can benefit from accessing a freemium platform, that gets them paid.
  3. pricing: 6-8. The platform can’t be expensive, and it only targets people’s disposable income. On the other hand, it is a platform, and taking 10-20% of every transaction is quite a lot.
  4. cost to aquire customers: 4-5, it can happen organically, but a significant effort may be needed to get to a place where a lot of people know about the platform.
  5. cost of delivery: 10, it’s very cheap and we are very skilled at technology
  6. uniqueness: 9, it’s unique
  7. speed to market: 8-9, let’s make it quick or bust!
  8. up-front investment: 9, the idea is to reach $1 in revenue right away, and break even asap
  9. up-sell potential: 8-9, we can introduce all sorts of things
  10. evergreen potential: 8-9, we can pivot rapidly

Totals: 70-77. The idea should be pursued. Maybe this score needs to be revised. Thoghts?

illustration map requirement

Need an illustration of a top-down map, in three color versions, for a fantasy game

I need a game map, for an online game. It doesn’t have to be very polished, just a first version so the team can communicate about where things go, on the map. It’s a map of a village (“Redholme”). It’s set in medieval times, not modern. There are swords, people wear metal armor, and everybody live in shacks.

I will communicate further details to select candidates. In your response, please answer this in your first sentence: what color is green + red? Also, what’s the difference between a pencil and a brush? This demonstrates your attention to detail and ability to communicate. Also, a link to a portfolio would be much appreciated. Thank you!

The village should have the following three distinct buildings: a hall (gathering place), a library, and a dojo (a fighting school). It should have some shacks where people live. It should have an “upscale” shack there the leader lives. It should have a central square, and a way out of the village to go to a mountain, and a way out of the village to go to the forest.

I need three versions of the map (so, please alpha channels with transparency). One version should be very gray and dark, so that the color markers are clearly visible. One version should be not dark, with some color, in the morning (pink/red overlays). One version should be medium dark, with some color, in the evening (blue overlays).

The map should be 2000x2000px.

There will be markers placed on top the map, we already have the markers. We’ll need a few other maps later on as well, for other locations in the game. In your response, please answer this in your first sentence: what color is green + red? Also, what’s the difference between a pencil and a brush? This demonstrates attention to detail and your communication skills. Also, a link to a portfolio would be much appreciated. Thank you!

An example map that I like:

GameUI pitch

Another project is GameUI – it’s actually a continuation of TGM. The problem with TGM is that it’s not revenue-oriented. I can give users all the info they want, but that doesn’t make me any money (and I don’t like putting advertisements). GameUI is an idea for an app where some revenue is possible.

GameUI is a publishing / narrative platform. Multiple content creators (writers) can be paired with artists / designers to create narratives that are both visual and written (or just one content creator, or a team) and a portion of the proceeds is paid to the content creators.

GameUI shows you three panes: left, right, and bottom. The left pane is a map. (You can select one of several “universes” of maps once we’re ready to scale.) On a map, there are locations. Right pane lists locations available on the map + filters, or the “location” itself (see below).

The bottom pane shows your account or “character” or “inventory”. You have an avatar, possibly a weapon and armor, possibly a pet, available credits, and a variety of items you can buy/obtain. An item gives you functionality. Microstransactions allow you to purchase items OR access to locations.

All three panes are collapsible. The inventory pane collapses down. The two main pains can collapse to the right or to the left, allowing you either a full-screen view of the map, or the full-screen view of the location, or half-view of both. Here is a quick demo:

The header has links to: GameUI, Cities (that’s old TGM), News (that’s also old TGM), shop, settings. Maybe the header is completely optional.

A location could be a city or a village. Going to the location opens that location’s map (left pane), and on the right is the “content” of the location. It’s either a narrative (article), if you’re reading the map like a book (because the content creator made this particular map a ‘narrative’, rather than a ‘game’ or a ‘guide’). The content of a location could be anything: a video, a gallery, a report. In the future the location itself is a game episode with a boss, and the app drops you into the game mode. (A friend of mine is working on the game part of this, it’s actually all his idea.)

A travel organizer can still be put in this format very well: you have a map of the world, a location is a country. You have a map of the country, a location is a city. You have a map of a city, locations are venues, events, but also invididual galleries, reports, videos. Tags, filters, and type selectors can be implemented on top of this.

Let’s say the map is a narrative (comic book, or a sci-fi short story), let’s say there are 10 locations, corresponding to 10 chapters. Of them, 2 chapters could be locked, requiring that you spend a star to access each of the chapters. Once you spend the star, you have permanent access to the location. You buy 10 stars for $10 at the shop.

If the map is a city, some chapters of the travel guide can be locked, requiring e.g. 2 stars to access. Possibly, attending an event requires spending stars. So you can see this system can possibly be monitized without ads.

The design requirement here is to make the UI, allowing navigation inside the maps, purchasing stars, keeping track of inventory, switching from this to “regular” app mode, and providing a smooth user experience. What do you think of this M, would you be interested?