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The Future of UA: Creator Programs

𝗧𝗵𝗲 𝗙𝘂𝘁𝘂𝗿𝗲 𝗼𝗳 𝗨𝗔! Creator programs. "𝗢𝗿𝗴𝗮𝗻𝗶𝗰𝘀". Roblox, Fortnite, MY.GAMES, and Supercell recruited over 𝟭𝟬𝟬𝟬 𝗰𝗿𝗲𝗮𝘁𝗼𝗿𝘀. Why? 👇 𝗪𝗲𝗹𝗹, 𝘁𝗵𝗲𝗿𝗲 𝗮𝗿𝗲 𝘀𝗲𝘃𝗲𝗿𝗮𝗹 𝗯𝗲𝗻𝗲𝗳𝗶𝘁𝘀 𝘁𝗼 𝘀𝘁𝗮𝗿𝘁𝗶𝗻𝗴 𝗮 𝗰𝗿𝗲𝗮𝘁𝗼𝗿 𝗽𝗿𝗼𝗴𝗿𝗮𝗺, 𝗶𝗻𝗰𝗹𝘂𝗱𝗶𝗻𝗴:↳Retention↳Feedback loops and positive PR↳Generate user-generated content↳Distribution↳Reduce fatigue↳Reward your most loyal fans↳Drive more revenue Supercell has recruited over 1,000 creators, claiming some have even increased viewership by 600%. I mean, you can’t pay bills with viewership, but still. That was their main UA channel until Brawl Stars blast, and it still is the main UA for some games: 𝗬𝗼𝘂 𝗰𝗮𝗻 𝗰𝗹𝗮𝗶𝗺 𝗶𝘁'𝘀 𝗻𝗼𝘁 𝗽𝗮𝗶𝗱 𝗨𝗔, 𝗯𝘂𝘁 𝗶𝘁 𝗶𝘀. Creator programs. Everyone and their mom has one, including Roblox, Fortnite, Rush Royale, and Supercell…but why? What’s the ROI? Well, there are several benefits to starting one, including: Retention: keep the community engaged, return for new content, and generate buzz around updates Feedback loops and […]

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Q1 2025 Korean Mobile Game Publisher Report

1. Supercent Dominates Global Downloads As of March 24, 2025, Supercent has secured the top position among Korean publishers in global downloads, recording an impressive 130 million downloads. Supercent has solidified its position as a leading player in the casual gaming market, consistently achieving strong performance worldwide. Following behind, Mobrix ranked second with approximately 18 million downloads. While casual game giants continue to lead, emerging publishers such as KIGLE and SUD have also entered the TOP 5, drawing industry attention. KIGLE specializes in kid-friendly content, offering games accessible to all age groups. Meanwhile, SUD, a two-person indie studio, has rapidly expanded by continuously releasing its ‘Dal-in’ game series, which means ‘master’. 2. Revenue Performance in the Global Market Despite their dominance in download figures, Korean publishers struggle to generate significant revenue from individual games in global markets. Among the Top […]

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DoubleU Games Finalizes Paxie Games Acquisition

DoubleU Games has officially sealed the deal with Turkish game studio Paxie Games, completing the acquisition on March 26 following regulatory approval. The $29.9 million upfront payment secures 60% ownership, with the remainder to be acquired over three years via an earn-out structure. This bold move brings Paxie’s breakout title, Merge Studio: Fashion Makeover, under DoubleU’s wing—a hit that’s already clocked 28 million downloads and $34 million in revenue. Paxie’s expertise in the booming Merge-2 genre and its strong female user base align strategically with DoubleU’s global ambitions and core social casino business. "This acquisition supercharges our competitive edge in the global gaming market," said Jay Choi, CFO of DoubleU Games. "We’re committed to partnering with high-potential studios to drive long-term growth." Paxie CEO Direnç Çelik echoed the excitement: “Merge Studio is just the beginning. With DoubleU’s global reach, we’re […]

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Scopely x CD Projekt: Mobile Power Combo Incoming

CD Projekt x Scopely: A Mobile Power Combo Is ComingWitchers, Cyberpunks… and Monopoly? Witcher Puzzle-RPG? 😅 Big news in gaming: CD Projekt, the studio behind The Witcher and Cyberpunk 2077, is teaming up with mobile giant Scopely, the force behind Monopoly Go, to bring one of its iconic franchises to mobile. The collab was quietly dropped during CD Projekt’s earnings call. No title yet, no gameplay, just a hint: something big is brewing. And with Scopely recently buying Pokémon Go dev Niantic for $3.5B, the timing is exciting. Imagine Ciri leading a monster-hunting AR game. Or a neon-lit Cyberpunk squad battler. This could be the moment deep RPG storytelling truly hits mobile, powered by Niantic’s tech and Scopely’s hit-making magic. Meanwhile, CD Projekt has 400+ devs full speed on The Witcher 4, starring Ciri. “We can do a lot of […]

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Supercell global launched Mo.co last week. And?

Supercell global launched Moco last week. Their Action RPG, that got out of its long periodic beta (since Oct. 2023). With around a week of data, there is $350K revenue and 2,5M downloads, which does not seem so super 😟. Let's look deeper into the game 🕵. This is as streamlined ARPG as it gets. You don't collect weapons from the ground and compare them in your inventory, you don't craft specific items, there are no skill trees, there are no gear sockets or enchants, there is not even the armor 🛡️ part of the inventory. You just choose 3 active and passive skills + weapon, which determines your playstyle, and that's it. Later, you get 3 more stat-based elite rings. I think this streamlining process went a little bit too far, or as a veteran ARPG player, I am […]

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Mobile Gaming Today: New Games & New Money

Hey Fam, My buddy, Andre, prepared a cool Gaming Recruitment Survey. Both for Founders & Employees. Let’s support our industry. 🤟🏻 Candidate Survey Employer Survey 👌🏻 Top Gaming Content » Engaging Mini Games & Where to Find Them! Mini games have become the secret sauce for keeping players hooked. While strong core loops get things rolling and long-term motivation keeps them around, it’s mini games that fill the gap—offering variety, quick fun, and a break from the grind. Hits like Royal Match, Toon Blast, and Monopoly GO are leading the charge, using them to boost retention and bust boredom. What once started as “fake advertising” turned into actual mini games :)) As LiveOps takes center stage, expect mini games to level up, built into calendars, tailored to genres, and optimized for engagement. What started as ad bait is now baked […]

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Targeting Older Audience Segments?

If you are targeting older audience segments (+35yo) --> This is what you are looking for 🎯 Today I am sharing a real data case with one of my clients.In this case, our core audience was men over 35. After setting up the initial campaigns in Meta, I started experimenting with the creatives as I usually do.We had all kind of angles and concepts (UGC, static banners and motion videos) within the same ad group because we had not more budget to create separate testing ad groups. However, by analyzing the engagement metrics of our videos, we identified the key elements that resonated with our core audience. I primarily rely on the following metrics to evaluate the performance of creatives::-CPA-CPI-Outbound CTR-Hook Rate-Hold Rate-Install Rate-IPM-CVR from Install to Target ActionWith these metrics, you can easily determine which creatives perform best and […]

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Game Tutorial Guide

Game tutorials can make or break the player experience. 1️⃣ Keep it short • Players want to play, not sit through walls of text. • Focus only on essential actions or controls. 2️⃣ Make it interactive • Let players learn by doing, not just watching. • Use simple tasks to build muscle memory. 3️⃣ Show, don’t tell • Demonstrate mechanics visually. • Use minimal text or voiceover. • Let players experiment safely. 4️⃣ Offer quick feedback • Reward success with sound effects, visual cues, or in-game rewards. • Correct mistakes gently and immediately. 5️⃣ Integrate into real gameplay • Merge tutorials with actual levels or scenarios. • Avoid jarring transitions from “learning mode” to the real game. And avoid these common pitfalls: ❌ Over-explaining ✅ Use visual cues like arrows or lighting instead of long text. ❌ Too many controls […]

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Rivergame’s Portfolio: $7M A Day

Rivergame's portfolio is crossing 🤑 $7 million revenue a day this month! This Chinese Mobile games company, specializing in 4X titles is killing it. Not only do they have the #1 grossing game in the genre, but also top 4, top 6, top 11 & top 12 🤯 spots. How did they do it? 2 key tactics - templatization & marketing strategy. Each of their games is using their own signature 4X template, which they are perfecting after launching Top War in 2019. Similar to Habby's (Archero) setup. Each game they create, they just reuse the work in their next game as the template grows more robust, it doesn't matter if the current game fails. Since launching Last War in 2023 they scaled 3 more games in less than 2 years 😱! As you see nearly 30% of daily revenue […]

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The Illusion: Perfection in Game Dev is a Myth

The idea of a “perfect game” — a seamless, bug-free, universally beloved masterpiece — is as much of a utopia as the concept of a flawless society. Throughout the history of game development, countless studios have chased this dream, only to be met with the harsh reality of missed deadlines, shifting player expectations, and the unpredictable chaos of the industry. Game designers, producers, and executives alike have long tried to craft the ultimate experience. Some believe in rigorous planning, some in deep player research, and others in revolutionary innovation. Yet, no matter the approach, every project inevitably collides with technical constraints, budget limitations, market shifts, and, of course, human imperfection. Why the Perfect Game is a Myth 1. The Definition of “Perfect” is Ever-Changing – What players consider groundbreaking today may feel outdated in a year. The industry evolves rapidly, […]

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Churn Breakdown in Mobile Games

What causes player churn? 1️⃣ FTUE Issues• Poor tutorials: Confusing, unclear, unskippable.• Immediate frustration: Bugs, lag, unresponsive buttons.• Misleading creatives: Fake gameplay, bait-and-switch.• Weak hook: Boring loop, no early reward, no motivation.2️⃣ Core Gameplay Problems• Bad controls: Unresponsive, laggy, clunky.• Shallow gameplay: No depth, no synergy, no evolution.• Weak feedback: Poor game feel, unclear UI, no haptics.• Pacing issues: Inconsistent, no rewarding highs.3️⃣ Progression Barriers• No challenge: Repetitive, no skill mastery, auto-play.• Difficulty spikes: Unfair levels, paywalls, OP enemies.• Poor progression: Grinding, unbalanced, overly long.• No long-term goals: Weak achievements, no endgame.4️⃣ Economy & Monetization Mistakes• Pay-to-win: OP items locked, skill ignored, imbalance.• Confusing monetization: No value, too many ads, premium spam.• Aggressive currency sinks: Endless drain, frequent pop-ups.5️⃣ Miscellaneous Issues• Community & support: Toxic chat, slow support, no follow-up.• Poor communication: No patch clarity, no dev feedback.• Technical problems: […]

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Four Things from GDC

𝗙𝗼𝘂𝗿 𝗧𝗵𝗶𝗻𝗴𝘀 𝗳𝗿𝗼𝗺 𝗚𝗗𝗖 𝟭. 𝗪𝗲 𝗵𝗮𝘃𝗲 𝘁𝗼 𝙬𝙖𝙣𝙩 𝙩𝙤 𝙡𝙞𝙫𝙚This revelation insight from former Machine Zone CEO Gabe Leydon spun my head throughout the conference. He's right: our passion isn't dead, but it's undoubtedly been crowded out. Mobile obsesses over acquisition, while HD fixates on fundraising. New platform dreams—web3, AR/VR, HTML5, UGC—have largely fizzled. Yet these platforms persist, surviving but not thriving. Mock AR/VR as the "Dippin' Dots of Games" if you like, but at least those developers burn with genuine passion.The rest of the industry must reignite the will to survive—the kind we see from firms like Supercell, Lessmore, and Hypehype.𝟮. 𝗔𝗜 𝘀𝘁𝗮𝗿𝘁𝗶𝗻𝗴 𝘀𝘂𝗽𝗽𝗹𝘆-𝘀𝗶𝗱𝗲; 𝗶𝗻𝗻𝗼𝘃𝗮𝘁𝗶𝗼𝗻 𝘄𝗶𝗹𝗹 𝗳𝗼𝗹𝗹𝗼𝘄Michail Katkoff made an excellent observation about the absence of the "world-changing" bravado heard from SF founders intoxicated by Paul Graham essays. Instead, the talks were pragmatic—topics like " 'Angry Birds' and AI […]

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