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Sergei Vasiuk

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8 Things Games Do Better Than Any Art

8 Things Games Do Better Than Any Art People say games aren’t art. ❌ Wrong!Games do what no other art form can.Here’s 8 ways games outshine everything:𝟭. 𝘠𝘰𝘶 𝘉𝘦𝘤𝘰𝘮𝘦 𝘚𝘰𝘮𝘦𝘰𝘯𝘦 𝘌𝘭𝘴𝘦• Books make you imagine.• Movies make you feel.• Games make you live it.Mass Effect → Choices shape your story.𝟮. 𝘠𝘰𝘶 𝘘𝘶𝘦𝘴𝘵𝘪𝘰𝘯 𝘠𝘰𝘶𝘳𝘴𝘦𝘭𝘧• A book shows a hero making tough choices• A game forces you to make it.Spec Ops: The Line → Regret every step.𝟯. 𝘠𝘰𝘶 𝘌𝘹𝘱𝘭𝘰𝘳𝘦 𝘉𝘦𝘺𝘰𝘯𝘥 𝘵𝘩𝘦 𝘚𝘵𝘰𝘳𝘺• Movies show only what’s filmed.• Games let you look everywhere.RDR2 → Secrets in every town.𝟰. 𝘠𝘰𝘶 𝘓𝘦𝘢𝘳𝘯 𝘣𝘺 𝘋𝘰𝘪𝘯𝘨• ‘Fast & Furious’ won’t teach driving.• With racing games you’ll pick up skills fast.F1 → Even Formula 1 champions use it.𝟱. 𝘠𝘰𝘶 𝘍𝘦𝘦𝘭 𝘙𝘦𝘢𝘭 𝘍𝘦𝘢𝘳• In movies, the hero is never YOU.• In games, your instincts kick in.Resident Evil 4 → […]

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20 Metrics Game Devs Must Track

20 Metrics Every Game Dev Needs to Track Most game devs overcomplicate data.They obsess over every metric↳ and miss the ones that matter.Let’s cut the noise.If you’re running a live service game,You need to track three key pillars:📌 New Players↳ How you bring people in.📌 Active Players↳ How you keep them engaged.📌 Paying Players↳ How you drive revenue.Simple. But here’s the kicker - 20% of your game’s metrics drive80% of your game’s success.Know them. Track them.And most importantly, use them.

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The 80 to 20 Rule in Game Dev & Design

Stop wasting time on what doesn’t matter. Focus on the 20% that gets 80% of the wins.Think about Mario 🍄↳ you don’t need to master everything.8️⃣0️⃣% of obstacles? Cleared with perfect jumps.8️⃣0️⃣% of enemies? Beaten by nailing 20% of tough levels.8️⃣0️⃣% of time saved? From just 20% of speedrun tricks.Same in business. Same in life.Most people grind on everything, but the top players? They prioritize.

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Keep Your Live Ops Game Healthy.

Want to keep your live service game healthy? FOCUS ON THESE METRICS!I've spent 12 years in the gaming industry. From collecting players' data to ensuring game performance results.Here's the truth: ☝ 20% of your game’s metrics drive80% of your game’s performance.Here's a metrics breakdown for you.📊 GrowthThink Monthly Active Users. Blending newbies, core, returners, churners.📊 RetentionThe crystal ball for future success. Watch players at 1, 7, and 30 days.📊 EngagementMeasured in active days.Smiling curve: where power users shine.📊 MonetizationUnderstanding the 'why' behind the spend.The meat of revenue, from ARPU to MPU.📊 Lifetime Value - The North StarIt's not just about the time spent in-game,but the value players bring during their play.Analytics aren't just numbers. They're the story of your game's world, told through data.

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Game development isn’t just about coding.

Game development isn't just about coding. It's about beating the ultimate bosses in life and business.Here’s the breakdown of difficulty tiers:🔴 S+ Tier: Final bosses: Peak challenges• Securing funding.• Balancing team burnout.• Delivering on tight deadlines.The pressure here is immense.🟠 S Tier: Legendary: Honing the essentials• Art, animation, bizdev, game design, legal, • Game/level/sound design, localization, QA • Marketing, production, tech art, narrative This is where games become unforgettable.🟡 A Tier: Advanced: Nailing the details• Ensuring ladders are climbable.• Making doors open smoothly.• Polishing online multiplayer.Here, details shape the experience.🟢 B Tier: High Difficulty: Building core• Configurable gamepads.• Performance optimization.• Creating effective tutorials. This is where ideas begin to take form.🔵 C Tier: Hard: Good Ideas🟣 D Tier: Easy: IdeasGame dev mirrors life and business.Success hides in the small things.It’s easy to dream. Hard to execute.

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20 metrics all game devs should hold close.

20 metrics all game devs should hold close. (there are more, but I’ll keep it simple)First, remember 3 core pillars:1. New Players ↳ How you acquire your audience.2. Active Players ↳ How you retain your audience.3. Paying Players ↳ How you monetize your audience.Second, there’s no one-size-fits-all set ofmetrics, but here's the truth:20% of your game’s metrics drive80% of your game’s performance.Here are the 20 most important metrics:📊 Acquisition Metrics• New Daily or Monthly Active Users• CPA (Cost Per Install/Login/Battle)• Fraud Share: Invalid ad metrics• New Players Retention Rate• New Players Churn Rate• K-Factor: Viral growth📊 Retention Metrics• Daily/Monthly Active Users• 1, 7, 30 Day Retention• Session Length• Session Count• Churn Rate• Lifetime📊 Monetization metrics• LTV: Revenue over player Lifetime• ARPPU: Revenue Per Paying User• Daily/Monthly Paying Users• Average Transaction Value• ARPU: Revenue per User• Number of Transactions• Payer Retention• […]

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90% of Games Fail at Monetization

90% of Games Fail at Monetization The truth? Monetization Model isn’t about squeezing every dollar - it’s about finding what WORKS for YOUR game.I’ve laid out 6 models with:🟢 The wins.🔴 The pitfalls.But first, focus on these 4 factors:1. Game Genre• Story-heavy? Go premium.• Fast-paced? Free-to-play wins.2. Target Audience• Casuals love “free.”• Hardcore? They’ll pay for the good stuff.3. Game Lifespan• Subscriptions win with long-term play.• Short-term? In-game payments do the job.4. Game Design & Value• Players will pay if it’s worth it.• But don’t pull shady pay-to-win moves.Monetization is NOT just about the money.It’s about building trust, delivering value, and creating something players want to come back to.

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The gaming industry is NOT what you think.

The gaming industry is NOT what you think. Let me drop some truth bombs.Here are 10 harsh realities many ignore:𝟭. 𝘔𝘢𝘬𝘪𝘯𝘨 𝘨𝘢𝘮𝘦𝘴 𝘪𝘴 𝘦𝘢𝘴𝘺.LOL, no. It’s brutal. It’s art, tech, and business smashed into one impossible puzzle.𝟮. 𝘌𝘷𝘦𝘳𝘺𝘰𝘯𝘦 𝘪𝘴 𝘢𝘮𝘢𝘻𝘪𝘯𝘨 𝘵𝘰 𝘸𝘰𝘳𝘬 𝘸𝘪𝘵𝘩.They’re not. Pressure shows you who’s in it for the team and who’s out for themselves.𝟯. 𝘐𝘵’𝘴 𝘢 𝘤𝘢𝘴𝘩 𝘤𝘰𝘸.For who? Not you. Not yet. You’ll grind for 7-10 years before the money’s decent. 𝟰. 𝘠𝘰𝘶 𝘤𝘢𝘯 𝘮𝘢𝘬𝘦 𝘨𝘢𝘮𝘦𝘴 𝘸𝘪𝘵𝘩𝘰𝘶𝘵 𝘱𝘭𝘢𝘺𝘪𝘯𝘨You can’t. Playing games isn’t optional - it’s homework. And it’s never-ending.𝟱. 𝘐𝘵’𝘴 𝘢 𝘴𝘦𝘤𝘶𝘳𝘦 𝘤𝘢𝘳𝘦𝘦𝘳.Wake up. Studios shut down. Projects fail. Stability in gaming has always been fragile. 𝟲. 𝘠𝘰𝘶’𝘭𝘭 𝘨𝘦𝘵 𝘵𝘰 𝘣𝘦 𝘤𝘳𝘦𝘢𝘵𝘪𝘷𝘦 𝘳𝘪𝘨𝘩𝘵 𝘢𝘸𝘢𝘺.Nope. You’ll follow orders for YEARS before your ideas even hit the table. 𝟳. 𝘐𝘵’𝘴 𝘢 𝘳𝘦𝘢𝘭, 𝘮𝘢𝘵𝘶𝘳𝘦 𝘪𝘯𝘥𝘶𝘴𝘵𝘳𝘺.No chance. It’s a […]

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5 Game Systems to Make Your Game Stick

If your game doesn’t have fun core gameplay, stop reading this. (No system can rescue boring gameplay)Let me guess:You’ve got decent gameplay.Cool graphics.A few rewards here and there.But players are leaving. Why?Because you’re NOT thinking about systems.Retention doesn’t happen by accident.It’s BUILT.Your players don’t stay for shiny features.They stay because they feel something:• A sense of growth.• A bond with friends.• The thrill of a challenge.Build systems around what keeps players.Here’s how:1. Progression↳ Make players feel like every session moves them forward.2. Competition↳ Design moments where they WANT to beat the person next to them.3. Emotion↳ Give them a reason to care beyond stats and wins.Stop blaming retention on external factors.Retention is YOUR responsibility.

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9 Traps That Kill Your Game

9 Traps That Kill Your Game (And How to Avoid Every Single One)Most live service games fail.Not because the devs aren’t smart.But because they fall into unseen traps.Here’s the truth: ☝️If you can avoid these 9 traps,you’ll stay ahead of 95% of games out there.1. Metrics:↳ Focusing on revenue instead of fun.↳ Fix: Track engagement. Fun = profits.2. Events:↳ Too many events = burnout.↳ Fix: Space them out. Keep it fresh.3. Ads:↳ Fake gameplay ads destroy trust.↳ Fix: Show the REAL game. Trust scales.4. Progression:↳ Too easy? Boring. Too hard? Frustrating.↳ Fix: Balance it for fair rewards.5. Monetization:↳ Pay-to-win drive players away.↳ Fix: Offer value. Keep it fair. Win long-term6. Community:↳ No community = no loyalty.↳ Fix: Engage through events & social media7. Onboarding:↳ Confused players don’t stick around.↳ Fix: Teach the basics in a fun way.8. Feedback:↳ Ignoring complaints […]

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How Games Manipulate Emotions

Most Game Devs Miss This Key Element! They refine mechanics, visuals, and stories.But they ignore the core: player emotions.Why?Because emotions seem unmeasurable.But emotions are the heart of gaming.Here’s a 𝘀𝘁𝗲𝗽-𝗯𝘆-𝘀𝘁𝗲𝗽 𝗳𝗿𝗮𝗺𝗲𝘄𝗼𝗿𝗸:[1] Define the Desired EmotionsAsk: What do you want players to feel?Excitement? Fear? Joy? Clarity starts here.[2] Align Emotions with GenreNot every emotion fits every game.Your genre sets emotional expectations.[3] Identify Emotional TriggersPinpoint key moments to evoke emotions.Story twists? Boss fights? It all counts.[4] Map the Emotional Cycle• Stimulus (an event in the game).• Realization (seeing its value).• Reaction (a decision or action).• Expectation (hopes for outcomes).[5] Use Emotional TheoriesMaslow: Tap into player motivations.Plutchik: Mix and intensify emotions.[6] Adapt Gameplay DynamicallyChange based on real-time player input.Shift NPCs or difficulty for balance.[7] Balance Emotional LoadAvoid extremes of constant highs or lows.Neutral gameplay lets players recover.Design games that don’t just entertain,↳ but […]

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Gaming Factory Professions

Sorry gamers… but I have to say this! Not everyone is familiar with the inner workings of game development. Sure, I can guess the recipe for Oreo cookies BUT! Outside the factory, guesses turn to crumbs. Absolutely, you’ve got every right to critique the games you buy. But sprinkle a little #Respect for the devs. TRUST ME! Launching a 'bad' game is never the goal. Behind every release is a squad of genius devs, even if it misses. It's the collective effort of hundreds, sometimes thousands. 3D Modeler, UX Designer, VFX ArtistAI Developer, UI Designer, 2D ArtistTools Programmer, Level DesignerStore Manager, DevOps EngineerBrand Manager, Email MarketerPixel Artist, Mobile DeveloperTexture Artist, Space Designer Rigging Artist, Casting Director Digital Artist, Rendering EngineerMarket Analyst, Network Engineer Backend Developer, System Architect Player Support, Fitness Coach, QA Tester Storyboard Artist, Gameplay Programmer Layout Artist, Script […]

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