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Sharable Moments of Joy: New Formula to Viral Game Design?

Creating "(Shareable) Moments of Joy": The New Formula to Viral and Socially Engaging Game Design? ๐ŸŽฎโœจ In future's gaming landscape, simply delivering a high-quality game isn't always enough. With players craving more shareable, social experiences, developers need to consider how to foster โ€œmoments of joyโ€โ€”gameplay that not only excites players but also encourages them to share, stream, and engage in a more community-driven way.Hereโ€™s where emergent gameplay and social mechanics come into play:๐Ÿ“ธ Encourage Shareable Moments:Players love to showcase unique, fun, or funny moments, especially in games that emphasize co-op or PvP elements. Designing gameplay that lends itself to unexpected, high-stakes, or humorous scenarios can help spark these moments. Imagine scenarios where players can collaborate or compete in ways that lead to share-worthy outcomes, encouraging organic social sharing.๐Ÿค Create Cooperative and Social Experiences:Rather than pushing individual achievements, fostering co-op gameplay […]

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CEOs should never confuse friendship with leadership.

Founder: "Everyone is like family here, Alexis"Founder: "Ok, actually we're struggling" CEOs should never confuse friendship with leadership.Period.I have managed 100s of A-players.Over the last 20 years..I see too many CEOs who hire fast.Build "fun" cultures, fully remote, casual Fridays.They run up a toxic "we're all friends" environment.Then mediocrity sets in.This is when they reach out to me.Team management should be done professionally.Instead of prioritizing being liked.โ†ณ Prioritize building high-performing teams.With no structure, you have no excellence.โ†ณ Dedicate 1 day a week to performance reviews.Need to turn things around in less than 3 months?โ†ณ Then 2-3 days of active management.Building A-teams in 2024 doesn't have to be scary.It's not popular work, but it is crucial.If you avoid confrontation.If you hate setting boundaries.If you prefer being "the cool boss".Remember the CEO doesn't have to do it alone.Instead:a) Hire a full-time HR […]

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Are you interested in Game Development?

Are you interested in game development?From where should you start? ๐Ÿค” I've got a quirky fix for this!Ever tried picking a game profession...by playing a game?Youโ€™re just a few easy questions away.Warning: May contain humor, sarcasm, cynicism and typos.Funny enough, I followed the path of 'Do you like to be alone'.Ended up as a Voice Actor. ๐Ÿคทโ€โ™‚๏ธI mean, come on, really? ๐Ÿ˜‚So, let's flip the script.What's your profession?Let's game-ify this choice!

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Not having a roadmap causes immense pain.

1 tip I learned running a 100+ gaming studio: Not having a roadmap causes immense pain.Thereโ€™s nothing worse than not being able to fix yourmonthly run-rate, set a deadline and outline your milestones to run your business.Roadmaps are the heart and soul of it all.Without them you end up stuck and directionless.Without deadlines you stagnate. Without milestones you remain at square one.Imagine being able to:- Have a clear roadmap- Have the ability to hire on demand- Have the budget to move the business forwardHow much more would your business grow?For those who have a roadmap.Revisit it.Monthly.Think twice or pay the price.How often do you revisit your roadmap?

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Even after 5 years, I still think this book is the BEST one!

This book helped me grow from Mid-level โ†’ Senior-level in Game Design 5 years ago. And no, itโ€™s not โ€˜The Art of Game Designโ€™ ๐Ÿ˜ Even after 5 years, I still think this book is the BEST one!This Book is โ€˜Advanced Game Design: A system approachโ€™ by Michael SellersTo understand WHY I like it so much:Hereโ€™s how I define a great Game Designer today. My TOP-3 criteria:โ†ณ The way of thinking โ†ณ System approach โ†ณ Economy and balanceIt's hard to find one that truly builds all of them โ€” but this one does.While reading it, I created one of my best-performing features of that period:โ†ณ It boosted ARpDAU by +30%(!) whenever the feature was activeโ†ณ Even other projects in our company copied itโ†ณ And itโ€™s still alive, 5 years laterThe feature was as simple as it was smart:โ†’ Solved a […]

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I see great studios burn from poor budgeting.

I see great studios burn from poor budgeting. Here's the 40-30-20-10 Rule:1/ Development (40%)2/ Marketing (30%)3/ Operations (20%)4/ Emergency Buffer (10%)The catch?This budget works IF you already have money.In reality, every business is different.And your budget should be too.The key?The review.As MD at Blizzard I had weekly budget meetings.Analyzing spend vs. performance.Moving money where data showed it worked best.Otherwise, you risk overfunding low-priority projects.1 practical step:Do you have a ๐—•๐˜‚๐—ฑ๐—ด๐—ฒ๐˜ ๐—›๐—ฒ๐—ฎ๐—น๐˜๐—ต ๐—–๐—ต๐—ฒ๐—ฐ๐—ธ?15 minutes โ†’ Track actual vs. planned spend โ†ณ Adjust next week/month's allocationA financial pulse check.After managing $100M+ budgets, I can tell you:in 1 week, EVERYTHING can change.To survive the fire as a studio.Small regular adjustments.Don't get burnt!----I am doing a live podcast on this topic soon.Wednesday 6th November here on LinkedInThere will be an opportunity for Q&AWill be a pleasure to see you there.๐Ÿ—“๏ธ Link to signup here: […]

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My Supermarket Simulator 3D by Game District is the winner

My Supermarket Simulator 3D by Game District is the winner ๐Ÿ† of the Supermarket mobile race with 20 Mil. downloads for last month still doing around 600K ๐Ÿ˜ฑ downloads and $50K revenue a day. Why did it won? Out of all the supermarket games ๐Ÿ›’ (as this whole trend is based on a successful PC game on Steam) it has the most polish, most smooth tutorial and even ads some of its own on top of the original concept. Hard work did really payed off here ๐Ÿ’ช. We covered the first big mobile port in May and despite launching only in July, the Game District team was able to come on top. There is much clearer meta progression with goods ๐Ÿ›๏ธ ordered into milestone unlocks through license categories and even an automation of gameplay as you can hire your own […]

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Boom Beach by Supercell has seen long-term engagement decline

When looked over the long haul, Boom Beach by Supercell has seen long-term engagement decline (despite bringing great amount of revenue and success) over its lifecycle; a common trend for many mobile games as their player bases gradually lose interest after peak growth. Quickly looking, AppMagic analytics show that while e.g., their Warships update successfully reinvigorated engagement, giving players a competitive mode and new objectives, this effect was not overall solution for them as overall the long-term engagement is back on slowing down. Since then, DAU and MAU numbers have waned over long period of time, underscoring a need for further refreshing gameplay to keep the core player base engaged and finding meaningful ways how to introduce the game for new audiences.Obviously, it is not an easy job to refresh something like this for growth back again -- but Supercell […]

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Getting Started with Ad Revenue: Applovin MAX

For the fourth installment of Getting Started with Mobile Ad Revenue, weโ€™ll dive deep into Applovin MAX and its features. Hereโ€™s what weโ€™ll cover: Setting up ad units Reading and analyzing data Launching A/B tests As with our previous blog posts on Admob and LevelPlay: Weโ€™ll kick off with the pros and cons of using MAX mediation. Pros: Highest eCPM on video inventory Access to AdROAS & Blended ROAS UA campaigns on Applovin Emphasis on Bidders vs. Waterfall, reducing manual work Broad availability of networks Cons: Cross Promo tool will be deprecated; users must transition to Google Ad Manager Applovinโ€™s aggressive video end cards and extended creative lengths may impact retention Getting Started First, apply for MAX access via the Applovin website. Once approved, youโ€™ll receive a confirmation email, and you can log in to your MAX account. Upon your […]

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River Fence: The Evolution of a New Trend in Mobile Games

๐ŸŽ‰ ๐‘๐ข๐ฏ๐ž๐ซ ๐…๐ž๐ง๐œ๐ž: ๐“๐ก๐ž ๐„๐ฏ๐จ๐ฅ๐ฎ๐ญ๐ข๐จ๐ง ๐จ๐Ÿ ๐š ๐๐ž๐ฐ ๐“๐ซ๐ž๐ง๐ ๐ข๐ง ๐Œ๐จ๐›๐ข๐ฅ๐ž ๐†๐š๐ฆ๐ž๐ฌ ๐Ÿ‘‡ Idle games have long-inspired genres, often requiring innovative marketing to compensate for their "low-action" gameplay. In March 2022, Idle Lumber by AppQuantum set a new standard by introducing a unique element in their creativesโ€”a river fence that stops logs. This idea evolved further in September 2023, establishing a trend thatโ€™s been catching on ever since.It took a bit of time, but other games eventually picked up on this mechanic. By May 2024, Idle Fishing 2 (Multicastgames LLC) cleverly adapted the river fence concept, transforming it into a net that fits seamlessly into their gameplay. And then, things really got interesting. In July 2024, AppQuantum took this trend to the next level with a new publishing deal with Rockbite Games Armenia Games, releasing Idle Outpost. This game quickly scaled […]

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350+ feature references from the top 100 mobile games.

I've collected 350+ feature references from the top 100 mobile games. What's inside:๐ŸŽฎ FTUE (First Time User Experience)๐ŸŽŸ๏ธ Season Pass๐ŸŽ Daily Bonus๐Ÿ”ฅ Starter Pack๐Ÿ›’ Shop๐Ÿ† Win/Lose Screens๐Ÿ“– Storytelling...and much moreHow to get it:1. Comment 'references' below.2. Add me as a connection so I can DM you.3. I'll send you the link to the Figma board โ†’ Duplicate and use it as you wish.References are gathered using the Playliner platform.

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๐—ก๐—˜๐—ช ๐—ฃ๐—ข๐—ž๐—˜๐— ๐—ข๐—ก ๐—ง๐—–๐—š ๐—ช๐—œ๐—Ÿ๐—Ÿ ๐—š๐—ข ๐—ก๐—ข๐—ช๐—›๐—˜๐—ฅ๐—˜

๐—ก๐—˜๐—ช ๐—ฃ๐—ข๐—ž๐—˜๐— ๐—ข๐—ก ๐—ง๐—–๐—š ๐—ช๐—œ๐—Ÿ๐—Ÿ ๐—š๐—ข ๐—ก๐—ข๐—ช๐—›๐—˜๐—ฅ๐—˜โ€ข Prior mobile Pokemon CCG ๐˜ฅ๐˜ช๐˜ฅ๐˜ฏโ€™๐˜ต ๐˜ฉ๐˜ข๐˜ท๐˜ฆ ๐˜๐˜ˆ๐˜—. Yes, thatโ€™s right.โ€ข The new game is polished but revolves around timer-based pack openings.โ€ข ๐—ฌ๐—ผ๐˜‚ ๐—ฑ๐—ผ๐—ปโ€™๐˜ ๐—ฏ๐˜‚๐˜† ๐—ฝ๐—ฎ๐—ฐ๐—ธ๐˜€ ๐˜†๐—ผ๐˜‚ ๐—ฏ๐˜‚๐˜† ๐˜๐—ถ๐—บ๐—ฒ๐—ฟ๐˜€ ๐˜๐—ผ ๐˜‚๐—ป๐—น๐—ผ๐—ฐ๐—ธ ๐˜๐—ต๐—ฒ๐—บ.โ€ข Over $20M so far, but downloads ๐—ณ๐—ฎ๐—น๐—น๐—ถ๐—ป๐—ด ๐—ณ๐—ฎ๐˜€๐˜.โ€ข Japan dominates ($26/download; U.S.: $4.36).โ€ข Strong collection loops with Codex moments at pack openings but a weaker version of physical CCG.โ€ข And yes, ๐˜๐—ต๐—ฒ๐—ฟ๐—ฒโ€™๐˜€ ๐—ฎ๐˜‚๐˜๐—ผ๐—ฝ๐—น๐—ฎ๐˜†.โ€ข ๐— ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—–๐—–๐—š๐˜€ ๐—ต๐—ฎ๐˜ƒ๐—ฒ ๐—น๐—ถ๐—บ๐—ถ๐˜๐—ฒ๐—ฑ ๐—ฐ๐—ฒ๐—ถ๐—น๐—ถ๐—ป๐—ด๐˜€, far from Pokemon Goโ€™s $800M annual revenue.โ€ข Failure to evolve beyond Snapโ€™s lukewarm success, weak meta, or UGC adoption. Markets failed, too (Artifact).โ€ข Inability to build strong meta loops or explore UGC. ๐—ฆ๐—ฃ๐—”๐—–๐—˜ ๐—”๐—ฃ๐—˜ ๐—š๐—”๐— ๐—˜๐—ฆ ๐——๐—˜๐—–๐—Ÿ๐—œ๐—ก๐—˜๐——; ๐— ๐—ข๐—ฉ๐—˜ ๐—ง๐—ข ๐—ฆ๐—จ๐—ฃ๐—˜๐—ฅ๐—–๐—˜๐—Ÿ๐—Ÿ ๐—ง๐—œ๐—ง๐—Ÿ๐—˜๐—ฆ?โ€ข Turning into ๐—ฆ๐˜‚๐—ฝ๐—ฒ๐—ฟ๐—ฐ๐—ฒ๐—น๐—น ๐—Ÿ๐—ผ๐—ป๐—ฑ๐—ผ๐—ป (Space Ape brand dead), but games have declined the last year.โ€ข Theyโ€™ve been working on Boom Beach and Hayday, so they […]

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