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Matthew Emery

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Gaming Layoffs by Job Role

๐Ÿ’€ Devs laid off in 2025: ๐Ÿญ๐Ÿญ%โ€ข Hardest hit discipline: ๐—ก๐—ฎ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ (19% of layoffs)โ€ข Second hardest hit: ๐—”๐—ฟ๐˜, ๐— ๐—ฎ๐—ป๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜ (tied at 16%) Devs working on PC Games:ย 66% -> 80%Working on Browser games:ย 10% -> 16%Source: GDC's State of the Industry 2025 Report

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December Mobile Launches Roundup

๐——๐—ฒ๐—ฐ๐—ฒ๐—บ๐—ฏ๐—ฒ๐—ฟ ๐— ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—Ÿ๐—ฎ๐˜‚๐—ป๐—ฐ๐—ต ๐—ฅ๐—ผ๐˜‚๐—ป๐—ฑ๐˜‚๐—ฝ showing surprising strength from Vietnamese ๐Ÿ‡ป๐Ÿ‡ณ publishers. How are the Dec launches doing today?โ€ข 936 games launched in Dec (excluding CN)โ€ข 10 (1%) of the 936 have $1M/y + momentum by Feb 15โ€ข None of the 10 were from Top100 publishersโ€ข ๐Ÿฒ ๐—ผ๐—ณ ๐Ÿญ๐Ÿฌ ๐—ฎ๐—ฟ๐—ฒ ๐—ฉ๐—ถ๐—ฒ๐˜๐—ป๐—ฎ๐—บ๐—ฒ๐˜€๐—ฒ, ๐—ฐ๐—ฎ๐˜€๐˜‚๐—ฎ๐—น / ๐—ต๐˜†๐—ฝ๐—ฒ๐—ฟ-๐—ฐ๐—ฎ๐˜€๐˜‚๐—ฎ๐—น ๐˜๐—ถ๐˜๐—น๐—ฒ๐˜€โ€ข 2 are from Ukraineโ€ข Top performers were ARK Ultimate Survival (Studio Wildcard ๐Ÿ‡บ๐Ÿ‡ธ) and Screwdom 3D (iKame ๐Ÿ‡ป๐Ÿ‡ณ).โ€ข ๐—•๐—น๐—ผ๐—ฐ๐—ธ ๐—ฝ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ๐—ฟ๐˜€ ๐—ต๐—ฎ๐˜ƒ๐—ถ๐—ป๐—ด ๐—ฎ ๐—บ๐—ผ๐—บ๐—ฒ๐—ป๐˜! ๐Ÿงฑ 49 rel. in Dec. ๐Ÿ‘€May the odds be ever in your favor โœŒ๏ธData from AppMagic ๐Ÿช„โœจ*Tier1 West: either $1M/y gross IAP or IAP + downloads assuming est. $0.40 T1W Ad-LTV.

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Some insightful takeaways from the CTA survey

Some nonobvious / insightful ๐Ÿ’ก takeaways from the CTA survey: โ€ข 18% of gamers (28.6m) are hardcore; most economically active.ย 73% male, avg. 29 y/o.ย Play 42h / week, spend most time on premium games.ย 91% play on PC / consoles.ย 51% engaged in creating content. Preference for multiplayer games, shooters, open-world games.โ€ข 46% of gamers (72.1m) are "core" gamers. Not as active as hardcore, play fewer games & genres, but still quite often.โ€ข 36% (55 million people) are casual gamers (least engaged)โ€ข Gaming lifecycle chart (below) is interesting food for thought, and resonates with my own experience.โ€ข Every generation self-identifies more strongly as 'gamers' than the one before.From Consumer Technology Association Survey.For anyone with access to full survey, I'd be curious to know the ๐˜ฆ๐˜น๐˜ข๐˜ค๐˜ต criteria for placing a respondent into one of the three groups (hardcore, core, casual).

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Why Royal Kingdom isn’t paying off

Why Royal Kingdom (RK) isn't paying off (yet): 1. The primary differentiator (combat levels) don't resonate strongly w mass-market, as evidenced by mode's omission in top ad creatives.2. Lacks economy differentiators that meaningfully lift spend depth or efficiency.3. While core M3 gameplay is ๐˜ง๐˜ข๐˜ฏ๐˜ต๐˜ข๐˜ด๐˜ต๐˜ช๐˜ค (love the column obstacle), retention performance very likely lags Royal Match.4. Unless CPI for RK (despite similar creatives) is somehow >= ~25+% better than RM, ROAS for incremental UA spend should still side with RM.5. Re: cross promotion from RM -> RK, it's not clear whether this increases (vs. decreases) player LTV in the ecosystem.Yes, Gardenscapes and Homescapes coexisted for a long time.  But, we lack the counterfactual case where all resources were instead poured into one game. Would that have been better?At the end of the day, โ€ข Increasing surface area / market share is a […]

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Infinity Gauntlet: Tencent dominates another category

With a snap of the Infinity Gauntlet, Tencent dominates another category. This time, โ€˜shooter/platformer.โ€™  Economy designers, take notes!Feature scope and production values are as eyebrow-raising as weโ€™d expect from TC.In April โ€˜23, Metal Slug Awakeningโ€™s CN release immediately took the market-leading position from Contra (2017, NetEase).Then in July โ€˜24, it finally released worldwide.Retention is on-par with Contra, but the post-IDFA handicap is a significant headwind.Looks like a $200-$250M product given this trajectory.Not bad for a platformer / run nโ€™ gun.

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Top 10 Word Games

We helped a Top-10-grossing Word game achieve +38% IAP ARPDAU lift. ๐Ÿš€ Here's how. 1. 30-factor analysis of the product, competitors, internal data, and our vault of 750 prior experiments.2. ID'ed 8 key initiatives, from larger list of 50+, by estimated ROAS lift per unit effort.3. Embedded deeply with the team (on / offsite) to product manage dev and split-testing (this is where clients tell us we feel more like team-members than 'consultants' ๐Ÿ˜…)Of 8 initiatives:โ€ข 2 drove double-digit ARPDAU liftsโ€ข 3 drove single-digit liftโ€ข 3 didn't move the needleThis was an ideal team for us to work with. They were:โ€ข small (under 50 people)โ€ข very strong design (chops & leadership)โ€ข lacking a Product Management team with 100+ games experienceAs a result they had a product that was high-performing despite having plenty of low-hanging fruit for an experienced Product Manager […]

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Useful Rewarded Video insights

Useful Rewarded Video insights, based on Unity data Some takeaways:- To achieve optimal RV CV, aim for 15-20 placements (โ—๏ธ)- Gachified opportunities are highest converting- Realtime action gameplay genres, broadly, drive lower RV volume than turn or move-based gameplay- Maximum RV depth might be achieved via Casino or Word game w/ 15+ placements.

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To launch a new F2P Mobile studio in 2024

To launch a new F2P Mobile studio in 2024, fundraising requires a unique hypothesis on how to reach market viability.If aiming for top-100 grossing, first principles would suggest three possible paths, each a solution for the same problem: profitable distribution:3 Paths:1) Quality First: Build a game so original / innovative that it distributes itself (Supercell strategy)2) CPI First: Identify a novel distribution path / hack, tailor product for it (Capybara Go, Monopoly GO)3) Operations First: Build / operate with incomparable scale, product scope, efficiency (Tencent)Recent raises by Bit Odd and Antihero seem squarely in the #1 camp. Can this still work?Is there still ample space for pathway #1 to overcome #2-#3 in the current mobile market?

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Mobile F2P Monetization is โ€œpretty easyโ€ in 2024

๐Ÿ“ฏ๐Ÿ“ฏ Mobile F2P Monetization is โ€œpretty easyโ€ in 2024 IF you do this:1. Choose a proven economy model2. Congrats! โ€œMonetization performanceโ€ wonโ€™t be the thing that tanks your projectWhat almost certainly will?  Retention and *gasp ๐Ÿ˜ฌ CPI ๐Ÿ˜ฌIn other words, product-market fit.We've been asked... 50 times? to improve monetizationMost of the time, the real problem was:1. Flabby retention, and2. Lukewarm market interest ('normal' CPI)Case in point: My team has 2xโ€™d to 9xโ€™d revenue for 10 games,and โ€ฆ many of these STILL couldnโ€™t scale profitably...because they lacked potent product-market-fit ๐Ÿ’€Think about it.99.9th percentile ARPDAU performance wonโ€™t save you, if 90% of players leave by d7 after $10-$20 CPI.Focus instead on:1. Deep user research (recruit ideal target players)2. Aggressive IPM testing (hunt POWERFUL resonance)3. D7R testing (delightful core loop, progression)Use KPI targets + hard time gates for accountability.Focus on velocity of experimentationPurge […]

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F2P macro trends, Q3 update

๐Ÿ“Š F2P macro trends, Q3 updateโ€” ๐Ÿ‹๏ธ 2022 (year after IDFA deprecation) was the year where new games struggled the mostโ€ฆ๐Ÿ‘ด๐Ÿปย  90% of IAP revenue (T1W) was earned by games 3+ years old.๐Ÿ™ƒ By EO Q3 2024, things certainly appear better, but this โ€˜New Releases Comebackโ€™ is largely driven by just 3 games.

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