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Anton Slashcev

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10 Game Monetization Models

Here’s a quick overview of 10 different models, each with its pros and cons. 1. Premium Pros:- Immediate revenue upon sale- Complete experience for players Cons:- High price can deter players- Heavy reliance on initial launch success 2. Free-to-Play Pros:- Large player base- High revenue potential through in-game purchases Cons:- Challenges with user acquisition- Requires constant updates 3. Subscription Pros:- Predictable, steady revenue stream- Encourages long-term engagementCons:- Requires ongoing high-quality content- Achieving profitability can take years 4. Ads-Based Pros:- Free for players, large player base- Quick profitability Cons:- Poor user experience- Short engagement span- Volatile ad revenue 5. Hybrid Pros:- Flexibility to cater to various player types- Diverse revenue streamsCons:- Complexity in managing and balancing methods- Risk of overwhelming players 6. DLC (Downloadable Content) Pros:- Extends game lifecycle- Provides post-launch revenueCons:- Requires ongoing development- Balancing free content and paid DLC […]

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15 Red Flags For Game Producers

If you hear statements like these - RUN! 🚩 1) "The more meetings we have, the faster tasks get done!" 2) "I don't care about player feedback; we just make money." 3) "I don't need market research; I have a Vision." 4) "I don't need a Vision; I have market research." 5) "We won't use new tools; everyone is already used to Excel!" 6) "We need to add AI because everyone else is adding it." 7) "I listen to those I like and ignore the rest of the team." 8) "I don't trust my team and personally check every task." 9) "If I'm crunching, everyone must crunch." 10) "I could do this task faster myself; why does it take the developer so long?" 11) "I don't have time to play other games; I'm busy developing our game." 12) "No one is indispensable; the team is just parts of a big […]

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All Key Game Metrics In One Place

Here is the list of all crucial metrics to track: Progression: - Unlock Rates for Features/Items- Avg. Time to Finish Level- Player Level Distribution- Level Completion Rates- Feature Usage Rates- Churn Rate Engagement: - Levels per Session- DAU / WAU / MAU- Retention D1-D360- Sessions Per User- Session Length- Playtime Balance: - Currency Consumption Per User- Income/Spending by Source- Currency Income Per User- Currencies Per User- Attempts Per Level- Win/Loss Ratio Technical: - Build Size- Load Time- ANR Rate- Crash Rate- Frame Rate (FPS) Community & Support: - Social Media Engagement- User Reviews and Ratings- Response Time- Common Issues- Support Tickets Volume Marketing: - ROAS- k-Factor- CPI / CPM- CVR / CTR- Target Spend- Monthly Installs Monetization: - Ads Fill Rate- ARPU / ARPPU- LTV / Avg. Check- Conversion Rate- Payer Cohort Distribution- Player Spendings by Sources Business: - Revenue- […]

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Game Development Tools Cheat Sheet

Planning Asana: https://asana.com/Jira: https://www.atlassian.com/software/jiraClickUp: https://clickup.com/ Communication Slack: https://slack.com/Discord: https://discord.com/Microsoft Teams: https://www.microsoft.com/en-us/microsoft-teams/group-chat-software Documentation Notion: https://www.notion.so/Confluence: https://www.atlassian.com/software/confluenceGoogle Docs: https://www.google.com/docs/about/ Whiteboard Figma: https://www.figma.com/Miro: https://miro.com/Canva: https://www.canva.com/ Game Engine Unity: https://unity.com/Unreal Engine: https://www.unrealengine.com/Godot: https://godotengine.org/ IDEs JetBrains: https://www.jetbrains.com/Visual Studio: https://visualstudio.microsoft.com/Eclipse: https://www.eclipse.org/ Networking Photon: https://www.photonengine.com/Mirror: https://mirror-networking.com/Nakama: https://heroiclabs.com/nakama/ CI/CD TeamCity: https://www.jetbrains.com/teamcity/Jenkins: https://www.jenkins.io/GitLab CI/CD: https://about.gitlab.com/stages-devops-lifecycle/continuous-integration/ Art Photoshop: https://www.adobe.com/products/photoshop.html3DS Max: https://www.autodesk.com/products/3ds-max/overviewSubstance Painter: https://www.substance3d.com/products/substance-painter/ Animation Maya: https://www.autodesk.com/products/maya/overviewCascadeur: https://cascadeur.com/Mixamo: https://www.mixamo.com/ Sound Wwise: https://www.audiokinetic.com/Audacity: https://www.audacityteam.org/FMOD: https://www.fmod.com/ Text Articy: Draft: https://www.articy.com/en/Google Sheets: https://www.google.com/sheets/about/Lokalise: https://lokalise.com/ Market Research Sensor Tower: https://sensortower.com/AppMagic: https://appmagic.rocks/Playliner: https://www.playliner.com/ Analytics Game Analytics: https://gameanalytics.com/Tableau: https://www.tableau.com/Firebase: https://firebase.google.com/ Playtesting Antidote: https://www.antidote.gg/PlaytestCloud: https://www.playtestcloud.com/Bugsee: https://www.bugsee.com/ Monetization AppLovin: https://www.applovin.com/AdMob: https://admob.google.com/home/Balancy: https://balancy.com/

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User Journey in Mobile Games

The main steps in the interaction between the player and the product are: 🎯 Marketing: 1A. ADS CreativeGoal: Hook attention and drive interest in the game.1B. Store SearchGoal: Ensure visibility and discovery in the store using ASO.1C. Store FeaturingGoal: Hook attention and drive interest in the game.2. Game Store PageGoal: Persuade users to download the game. 🚀 Onboarding: 3. InstallGoal: Convert interest into a completed & fast app install.4. First LaunchGoal: Deliver fast loading and a smooth initial experience.5. TutorialGoal: Educate players on game mechanics and controls.6. Core Game LoopGoal: Hook players with fun and repeatable gameplay. 🔥 Engagement: 7. Return to the GameGoal: Encourage users to come back and play again.8. ProgressionGoal: Provide a sense of achievement and advancement.9. Live-OpsGoal: Offer new content and events to maintain interest. 💰 Monetization: 10. First PaywallGoal: Monetize player engagement without a high […]

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Live Ops Feature Pipeline: A Complete Guide

Here's a step-by-step breakdown of the process: I. Pre-Production: 1. Concept 💡• Identify feature goals• Specify aspects to improve or develop• Provide references• Define the target audience• Set KPIs and profit forecasts2. Specification 📋• Describe all mechanics, states, user flow, and corner cases• Ensure interaction with other features• Prepare UI/UX mockup• Balance calculation• Team presentation3. Planning 🗓️• Scope estimation: Evaluate the scope of mechanics and art assets• Milestones: Define key milestones• Sprint planning: Break down tasks into manageable sprints• Risks: Identify potential risks II. Production: 4. Development 🛠️• Develop feature components (code, art, UI, level design, VFX, sound, etc.)• Implement key parts• Focus on core user flow and primary use cases5. Prototype 🧪• Initial build with only key mechanics & tutorial• Use draft or placeholder art• Evaluate overall game feel and adjust vision6. Iterations 🔄• Feedback iteration: Refine the feature […]

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There Is No Single Right Approach To A Feature

There's no single right approach to a feature or a game. I learned this lesson early on at Playrix.Years ago, I reviewed a new feature prototype for Fishdom.It was complex, experimental, and heavily inspired by another game.After playing, I felt the prototype missed the mark.The feature didn't evoke the desired emotions like its reference.So, I prepared detailed feedback:• Pointed out the flaws and differences• Suggested changes to align it closer to the referenceI was confident my feedback was perfect.I thought I found the only "right answer," as if it was a math equation.Later on, my mentor looked at my feedback and said:💬 "Anton, your feedback boils down to remaking everything from scratch to get closer to the initial reference.While that may be valid, did you consider finding something that works well and could be developed in a new direction, even […]

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Game Publishers vs Investors: Key Differences

I have made deals with both investors and publishers. Here are the key differences between them based on my experience: Funding 💰- Publisher: Provides milestone-based funding specifically for the game.- Investor: Provides lump-sum or structured equity investments for the company.Terms & Ownership 📜- Publisher: Takes 30-70% of game revenue, may own the game IP, and covers their costs before distributing profits.- Investor: Takes 20-40% equity in your company, with the IP remaining yours.Focus 🎯- Publisher: Seeks marketable concepts, high success potential, clear USPs, and alignment with their portfolio.- Investor: Looks for great founders, a cohesive team, and a strong, innovative vision.Deal Speed ⏳- Publisher: Faster (1-3 months) with a detailed publishing agreement.- Investor: Slower (3-6 months) due to due diligence, legal issues, and incorporation.Additional Value 🌟- Publisher: Handles marketing, distribution, game feedback, QA, and localization.- Investor: May provide marketing loans […]

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Desire Beats Pain In Game Monetization

Many game designers think the key to successful monetization is creating pain points for players. But this often leads to mediocre conversion rates and significant churns.Why?Because Pain points give players two options to relieve the pain:1. Pay2. Close the gameAnd many will choose to close.A more effective strategy is to create Desire:Make players really want something that requires a purchase.Desire also causes a form of Pain—the Pain of not having what they want.But there's a crucial difference:- Pain points offer two choices to relieve the pain: pay or leave- Desire offers only one: obtain the Desired itemThis way, players feel like they're making their own decisions and getting extra value for their money.In the "carrot and stick" system, the carrot always wins.Desire > Pain

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12 Key Money Metrics in Mobile Game Development

🛠️ Product 1. LTV (Lifetime Value): The total revenue a player is expected to generate over their entire time playing the game.2. ARPU (Average Revenue Per User): The average revenue generated by a single user over a specific period (daily/weekly/monthly).3. Conversion Rate: The percentage of users who make at least one purchase.4. Average Check: The average amount spent per transaction. 🚀 Marketing 5. ROAS (Return on Ad Spend): Evaluates the profitability of user acquisition.6. CPI (Cost Per Install): The average cost incurred to acquire a new user who installs the game.7. Target Spend: The planned budget for user acquisition (daily/weekly/monthly).Increasing the volume of target spending usually reduces ROAS.8. CPM (Cost Per Mille): The cost per thousand ad impressions. 💼 Business 9. ROI (Return on Investment): Measures overall profitability by comparing the net profit to the total investment cost.10. Burn Rate: […]

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What Is The Process Of Creating a Narrative In Games?

Here is the pipeline I created and used when I was a Narrative Producer: 0) Logline— High-concept premise— Two or three sentences— Includes the protagonist, goal, and main conflict1) Synopsis— Brief story overview (1-2 pages)— Follows a three-act structure— Outlines main plot points, key characters, and the overall story arc2) Story Outline— Breakdown narrative into acts and major chapters— Highlight key events, character development, and plot twists— Roadmap for the entire story2A) Worldbuilding— Create the game's setting— Focus on aspects that influence the story and characters2B) Characters Passports— Backstory and motivation— Key character traits— Role in the plot— Description of appearance— References2C) Speech Characteristics— Unique speech patterns for each character— Examples: old-fashioned or slang speech, stuttering, etc.— Sample of dialogue3) Chapter Flowchart— Visual representation of story progression— Detail branching paths, scenes, player decisions, and possible outcomes— Indicates game mechanics used […]

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Game Retention Cheatsheet

To improve retention, it's necessary to deconstruct the factors influencing it. Here’s a cheatsheet on how to keep players engaged from the start: I. Short-Term Retention (Day 1-3) 1) Onboarding:🎯 Clear objectives🧠 Minimal cognitive load⚡ Immediate action2) First Impressions:🎨 Strong graphics and good readability🖱️ Intuitive UI/UX📜 Compelling story hook3) Core Gameplay Loop:🎮 Fun & engaging gameplay📏 Easy-to-understand rules🎁 Rewarding sessions II. Mid-Term Retention (Day 3-30) 1) Game Depth:♟️ Diverse strategies🆕 New mechanics🗺️ Side quests2) Live-Ops:🔄 Regular updates🎉 Events⏳ Limited-time content3) Progression & Difficulty:🏆 Balanced challenges📈 Satisfying progression4) Engagement Mechanics:🎁 Daily bonuses🗓️ Quests🔔 Push notifications III. Long-Term Retention (Day 30-360) 1) Meta and Long-Term Goals📑 Narrative🏡 Decor👤 Character customization🎨 Cosmetic items2) Endgame content and loop 🏁3) Social engagement👪 Community Features:🛡️ Guilds and Clans🏅 Leaderboards🤝 Co-op, PvE & PvP events4) Balanced economy ⚖️5) Technical Stability🛠️ Continuous optimization🐛 Bug fixes IV. Monetization 💸 […]

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