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I’m 50, here is my story:

I’m 50. At 20 I left France to work in Japan.30 years later, I have been managing director of 3 giant studios.I now consult studios from 1:1 coaching to interim CEO.Here’s the story:- Decade 1 -At 16 years old I dreamed of becoming a vet. In France this required genius level math.This led me to economics.It felt like a setback, but it opened a new path. Business- Decade 2 -At 20 years old I wanted to live and work in Japan.It became a dream for me. So I made it happen.My professional life was thriving.There was little work-life balance. But I loved it.- Decade 3 -At 29 years old started my new life.I had a great chance to build a business from scratch.Building Gameloft Japan from just me in my bedroom.To 150 people and becoming a leading mobile game publisher […]

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Mobile Gaming Today: 30

Hey Fam 👾 Mobidictum Istanbul Week! Hit me up if you’re there :) BTW, seen our September Report? Meme of the Week Does anyone like Ads, except for Felix? :)) Mobile Marketing 🧱 Zubov: LEGO & Fortnite 💵 Remiar: ReelShort » Money-printing Machine 🔗 Lancaric: Zipline Hook - Game-Changing Trend 🎯 Dogan: Maximizing CPM Without Losing Players 📊 Slashcev: Top Mobile Casual Games Benchmark Metrics 📈 Fomina: Successful Growth Strategy Behind Dice Dreams 💰 Braberg: Mobile Ad Revenue - Google Admob Mediation 🎨 Kananen: Forming Ads, Creatives, Marketing Messages 🧠 Weiss: Brain games in the top charts? 💡 Fodor: 10 Gaming Creative Takeaways 🧩 Kopelovich: Unpuzzle by HYPERCELL 🔍 Razmakhov: Creative Decode #9 Industry Highlights 🧱 Yakabagi: Turkey Blocks Discord 🗂️ Black: Data Dump Friday; Oct 11th 💥 Vasiuk: 10 Advice to Ruin Your Game 🎁 Farha: Best Free Resources […]

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What’s the biggest delusion in Game Dev?

What's the biggest delusion in game dev?I see it all the time.You think you know what players want.YOU DO NOT! 🚫And that’s where everything falls apart.Mistake №1↳ Relying on your past success.• What worked then won’t work now.• Players evolve, so should your approach.Mistake №2↳ Trusting your brand will keep you safe.• Players aren’t loyal to brands.• They’re loyal to experiences.Mistake №3↳ Overhyping your game pre-launch.• Hype without substance kills trust.• Deliver first, market later.Mistake №4↳ Ignoring your scope creep.• Bigger doesn’t mean better.• Keep it tight, keep it focused.Mistake №5↳ Blind faith in your Free-to-Play model.• F2P isn’t for every game.• Know your audience.✅ Solution?Stop assuming you know what players want.Start listening. Test → Adapt → Evolve.Your players are your best resource. Build with them, not just for them.

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Which Country’s Developers Are Taking Japanese Mobile Gamers’ Money?

In the first 9 months of 2024, Japanese mobile game players spent ~$3.257 billion on games across Android and iOS platforms. But what's really fascinating is that 61% of this spending—about $1.99 billion—went to games developed by Japanese companies. Just a little note, 35.51% of the money spent by American players in the same time period goes into the pockets of American developers, you can check it out here. Data Source: Apptica Singapore (13.61%) ranked 2nd in successfully taking the most money from Japanese players' pockets, followed by China (8,79%) in 3rd, Hong Kong (5,17%) in 4th, the USA (4,81%) in 5th, Turkey (4,02%) in 6th, Finland (1,14%) in 7th, South Korea (1,00%) in 8th, and Ireland (0,34%) in 9th. This overwhelming preference for homegrown titles isn’t just about patriotism or familiarity; it’s a reflection of deeper cultural, social, and […]

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No monetization strategy can fix a bad game.

No monetization strategy can fix a bad game. A studio once approached me for advice on doubling their LTV. My first question: How's your game’s long-term retention? I explained: ↳ To see such growth, you’ll need to improve the game first ↳ Boost engagement, and offer more value to players ↳ Then, you can focus on monetization Their response? → 'We don’t want to change the game much or invest resources. That’s why we brought in top Advisors!' I politely declined. Even the best Advisors can't perform miracles. Monetization is not a magic pill for poor retention or low engagement. You want to significantly improve your LTV? First, you must significantly improve your game. P.S. A year later, after multiple failed attempts to scale, that studio ended up redesigning the game from scratch.

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Scopely & Marvel Collaboration

Scopely's Monopoly GO is currently running its Marvel collaboration and I was curious 🕵 how it actually used the IP game mechanics-wise. The event is running from Sep. 26th till Dec. 5th. so there is plenty of time to check it out. The main driver is of course the Marvel themed sticker album 📕, which is the core progression mechanic of the game that gets a season reset. The interesting part is that you get cosmetic rewards not only for completing the whole album but also for some specific sets such as the Wolverine token in the image. This makes it worthwhile even for someone not aiming to finish the whole album to get the Deadpool token. For example, you can get Iron Man shield skin for completing his set or Thor's emoji.There will be also special Marvel-themed in-game events. […]

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Awesome ad for Solitaire Grand Harvest by Playtika

Just saw this awesome ad for 'Solitaire Grand Harvest' by Playtika, showcasing their newest in-game collaboration with Snoopy! 🐶🌻 The mobile ad highlights Snoopy’s journey into the game world, complete with adorable challenges and the chance to build Snoopy’s camp. It’s all part of a six-month campaign celebrating Snoopy's 75th anniversary. 🎉What really caught my eye is how they use the ad to feature new game events—a strategy I don’t see often in mobile gaming ads. It’s a clever way to engage users by giving them a glimpse of what’s new and exciting in the game. I think this approach could be great for attracting users and should definitely be A/B tested in marketing campaigns.What do you think of this strategy—does it catch your attention?hashtag#SolitaireGrandHarvest hashtag#Snoopy75 hashtag#GameCollab hashtag#MobileGaming hashtag#Playtika hashtag#GameMarketing

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Blue Ocean Puzzle Subgenres: Highest Success Rate

Blue Ocean Puzzle Subgenres with the Highest Success Rate1. Coloring [https://lnkd.in/e3WH8Bzs] • $40M Total IAP Revenue Last Year • 626M Total Downloads • 148 New Apps • 24 Successful Apps • 16.2% Success Rate2. Logic Puzzles [https://lnkd.in/e4cG8YRg] • $71M Total IAP Revenue Last Year • 1.3B Total Downloads • 342 New Apps • 49 Successful Apps • 14.3% Success Rate3. Merge: Simple [https://lnkd.in/ehARzjjp] • $2.6M Total IAP Revenue Last Year • 141M Total Downloads • 120 New Apps • 17 Successful Apps • 14.2% Success Rate4. Sort Puzzle [https://lnkd.in/e5rd5ecs] • $102M Total IAP Revenue Last Year • 695M Total Downloads • 420 New Apps • 40 Successful Apps • 9.5% Success Rate5. Match-3 Tile [https://lnkd.in/eqt6StFU] • $129M Total IAP Revenue Last Year • 361M Total Downloads • 239 New Apps • 19 Successful Apps • 7.9% Success RateFind other blue […]

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F2P macro trends, Q3 update

📊 F2P macro trends, Q3 update— 🏋️ 2022 (year after IDFA deprecation) was the year where new games struggled the most…👴🏻  90% of IAP revenue (T1W) was earned by games 3+ years old.🙃 By EO Q3 2024, things certainly appear better, but this ‘New Releases Comeback’ is largely driven by just 3 games.

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Mobile Game Leaders: September 2024

Seasonality hit UA hard. Most Publishers saw a dip in downloads as UA budgets get slashed in September. Higher CPI: Competition! E-commerce & Retail brands dominate the market with massive ad budgets, driving CPIs up & up. Shifting User Attention: Holiday Shopping - yaaay! Black Friday & Amazon Prime Days sound cool, right? There we go with the drop in engagement with gaming ads. Lower UA Budget: Q4 is mostly the lowest-budget quarter. Gaming advertisers feel the pinch, having to cut back on UA spending as costs peak. Publisher Response: Many shift focus from new installs to retention and monetization, emphasizing in-game events and promotions. However, TikTok and Meta have rolled out enhanced probabilistic matching features, and these new models are likely to drive ad spend up on these platforms in the coming months. Let's start with New Games & […]

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Jobs in Mobile Gaming: 14

🎨 1108 Jobs in Mobile Gaming » 5-12 October 📆 👉🏻 Data from Gamigion.com/jobs 🕺🏻 Dev 💻 Art 🎨 Product 📱 Marketing 🎯 Business 💰 Data 📈 QA ⚒️ 💻 Dev Senior Software Engineer (Unity) Scopely 🇮🇳 Head of Publisher Operations, External Development Scopely 🇺🇸 Client Engineer Scopely 🇪🇸 Senior Analytics Engineer Scopely 🇪🇸 🇮🇱 Senior Software Engineer Scopely 🇪🇸 Senior Producer - External Development Scopely 🇺🇸 Senior Graphics Engineer (Unity) - Scopely 🇮🇪 🇬🇧 🇵🇹 🇪🇸 🇮🇱 Full-Stack Developer, Creator Platform Supercell 🇫🇮 Engineering Lead, Player Care Supercell 🇫🇮 Senior Game Programmer, Hay Day Supercell 🇫🇮 Senior Game Programmer, Brawl Stars Supercell 🇫🇮 Middle C++ Software Engineer (Gameplay) Playrix 🇲🇪 🇷🇸 Lead Technical Designer Playrix 🇵🇱 🇷🇸 Senior C++ Software Engineer (Gameplay) Playrix 🇱🇹 🇲🇪 🇪🇸 🇪🇺 🇷🇸 🇨🇾 🇮🇱 🇹🇷 🇬🇪 Senior C++ Software Engineer (Tools) Playrix 🇱🇹 […]

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22 Lessons Learned from Working on Billion-Dollar Games

22 Lessons Learned from Working on Billion-Dollar Games 1. Team + Passion + Data = Success ↳ A great product alone won’t guarantee success—it's about leveraging data and a passionate team.2. No One Knows the Secret Sauce ↳ Even the biggest companies can’t predict what will work; it’s always a risk filled with trial and error.3. Quality Over Quantity ↳ One high-quality feature can make a huge impact, while many mediocre ones add little value.4. Focus Is Everything ↳ Don’t spread your resources too thin. Focused efforts lead to better results.5. Small Teams, Big Results ↳ Agile, smaller teams are more efficient than large, slow-moving ones.6. If You’re Small, Innovate. If You’re Big, Imitate ↳ Big companies often stick to what’s proven, while smaller teams take the risks.7. Company Culture Is More Than Perks ↳ Creativity and empowerment come from […]

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