What Happened to Dead Five?
![Image](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj487Dm-EofoAbyAmLB-rjy_UN_G_6lR5RCh0vyJhPrhWFkqccwKplEedQ91_1xN-e_G6RbewY9j2HsHR9KBi93vheIYhh7Ito_I3BboVV2la5SQ0gmS08yFGvJpzVsmOxrFs4wmGalmf8/w200-h200/DeadFiveSkulls+-+Profile+Pic.png)
Two years ago, with the help of some very good friends I setup Dead Five as I saw an opportunity in HyperCasual games. It was (and still is) clear to me that these kinds of games were set to mature in production and design terms and leaving a lot of money on the table for the want of a few, fairly basic, monetisation features. Dead Five was therefore intended to be a 12-month "get rich quick" scheme where: we'd build a bunch of hypercasual games, give them slightly more sophisticated treatments and meta-design than was normal for the genre, get a hit and make millions! But things never quite work-out like you expect huh? Initially the studio was quite successful. We got a ridiculous number of prototypes out of the door in the first couple of months (so many in fact that I struggled to service them all properly), several felt like they had potential, our initial tests were really promising and we started to build-up great relationships with the hypercasual publishers. I fe