1 free read left. Create a free account for unlimited reading + AI research.
Create free account[Music] [Music] hello can you hear me nice hello I'm slower I'm hidden USB geom I'm still a bit nervous give me two minutes to calm down so I have 17 minutes and all my presentation is built on like the most common mistakes and questions asked by developers day by day like year by year and I'll start my presentation with this slide so I decided to add this game production phases charge instead of
agenda so we have concept oops we have concept pre-production production software and operation somewhere here we have a lunch and my presentation will be about these two stages soft launch operation and post-production so basically when we speak about that there are two main points when you should definitely think about that first one is actually before you launch your game before you have your game featured before you have like a big spite of people who come in your game and play it a lot and it's important because it's pretty difficult to achieve like even if a game is pretty viral it's pretty difficult to achieve so big audience like after a game was featured already and when you just starting to pay for your users it would be like not so smart to not monetize
people from day one when game is big popular growing and like some organic users account so why are you on soft launch well your game was on soft lodge how to measure your VDS implementation success because usually while you're on soft-launched your analytics look like this like you have quite like very few players I'd know not many sessions and even eCPM which is the most common metric for all the marketers to look like to measure revert video success it looks pretty insane because numbers impressions that are low and keep in mind that eCPMs ever share of revenue per thousand impressions and if you generate that now 200 of them every day like each TM could be I don't know from 0 to thousand whatever means you have to
have different clear metrics how to understand if videos will work properly in the again when you will be launched publicly and you will receive like expect a reasonable unexpectable amount of money so first metric I really promote heavily so and actually I reused the slide I show that Julian peaches see in London this year first metric is which is like what part of your GI you are watched videos we name this engagement rate and this metric is extremely important I'll show you some slides later but if well soft-launched you really understand that only 30% of your player is watching videos it really open you an ability to improve your implementation like add some appoints correct your message I had no change
reward value I'll speak a bit more about what kind of problems could be found if you will digest it but finally if you will just improve the integration slightly a little bit like work on it like you work on your begin balance like where you work on your art like you worked on your everything like spend some time on improving this and even if you will increase it just to 60% which is pretty much achievable they will see it on the next slide your revenue will grow simply twice like here's a pretty recent numbers I took the screenshot yesterday at night this is a distribution of gay games in our network like it's had no hundred and fifty thousand games in our network now and the here is the distribution of use
rate by buckets and as you can see like only 20 percent of games have this engagement rate this percent of people watching videos less than like up to 20 percent in average like 50 percent of games have engagement rate between 20 and 50 and 27 percent of games means like almost 1/3 of all the games have it between 50 and 80 and I would say that the most successful games actually have like 50 plus or even 45 plus means our recommendation is just to try to achieve like 50 60 percent engagement rates before you launch a game and basically the average number for all the network will have as 29% now [Applause]
another very important metric is hung many ads I wished or every user of course it should be tracked by every placement like liked by every session because of course there are some players who never shouts there are some of them who watch like one a day there are some of them who watch an alternate day and actually when you realize once you soft launch a game when they realized that the only an average one AD is watched per watcher it opens you an ability again to slightly improve this metric and increase the revenue and of course that's what the same way like in the case before when you just can improve the rate of people who watch in ads because every like every next video won't cost the same money like won't
bring use the same revenue because in every waterfall like the first impression of the most expensive second one is slightly cheaper but anyway like if you will improve this metric and make it two or three it will increase your revenue definitely asking a question do you need to achieve right now 7 or 10 let's switch to this slide again fresh statistics from yesterday night here's the network distribution of ads watched for watcher or day an average as you can see like the biggest line is like two videos a day but the most successful games are usually trying to achieve I'd know three to four but it of course depends on your general depends on your session length on how many sessions
today you won't achieve as a metric or over attention and so on so it cheap like cheaply depends on what kind of games you make but I would say that one or two is not good enough definitely like you have a lot of room to like for improvement to achieve like 3.5 or 4 and in our network again we have average number of 2.7 it includes like small games super big games average games so that's why the average numbers are slightly lower that I mentioned a successful duration as an example like I want I wanted to illustrate what kind of numbers I achieve achievable by successful developers there are like four examples dragon boom recent success was featured last week now it's super big exclusives units doing double-digit thousand
revenue daily cats like big big success of this year Zeptolab really proud towards guys flip muster like another nice game from Miniclip i would say it's like next step after flip dive and like pretty old and a bit different game not super casual shooter assassin and average numbers of these games are the following like as you can see of course I didn't check the examples which will be like against my theory that the numbers could be in particular range of course you can argue with me but finally there is minimum for super big examples super big games which are super successful and not making money only out of ads heavily monetized by in-app purchase and the numbers looks like this
like 50 plus almost 50% of daily active users watching videos and an average 5 like 4.5 ads per day per watcher another very important thing while you soft launch a game while you integrate the videos we do recommend to integrate every placement and create it as a separate placement ID on the following slides when I will speak about how to improve your integration when your game is already launched it's kind of like a required step on the day before zero before for the global launch that you will use separate placement at you for every placement because it will help you to track every placement separately it
will help you to understand what kind of placement work what kind of placement doesn't work as you can see here's like random screen shot from pretty big and successful game and these guys use to reward the placement one is the world video just name reward video and then another is Hilary do the name is last day on earth from Keith your games which is like probably the most successful survival game on mobile now and when these guys like implemented world video into two separate placement ideas they was able to tune every placement separately like increase coming as available daily per user on one placement and on the other one another air condition enabled into analytics if you build your game on unity I would say it's kind of required
to enable in genetics because it's built into engine it doesn't require any resources of a game it like it will not slow down your game at all but it will help you to track even ads metrics via a Unity analytics cuz we do have like pretty close integration between analytics and ads and once you will like once again you will be able to track as as well as just game metrics like retention session and so on so second portion of presentation is about building on success what what what is about once you have all your placement ideas created - when you integrate the videos and your game is launched fully you have kind of spike out of featuring or just like a Guru Granth organic raw also paid is
requisitioned a Lumira but you have enough numbers to track separate placements separate video points so you will be able to download your report by placement and then we realize that for example from placement one you have 70% for your revenue from placement - only 20 and then placement 3 bring your only 10% of your revenue what kind of things will be available to analyze first of all you can all answer yourself what is the problem with this what was this particular low performing placement either it would be wrong revolve reward value sorry [Applause] I mean if player really play a game and doesn't watch ad properly from this placement it means that you bring not
enough valid photo for the player to watch video like to spend 30 percent of his life to watch we get another point could be currency balance I mean if you have one placement for gold one placement for crystals and users don't watch the video for crystals means crystals are not super required on this level or at all like game balance like this kind of separate record could help you to balance the game properly in a way another reason could be like draw message simply like not clear message what's going on if you will push this button I mean if like oh like after after the round player really finished around successfully and it's I know some messy button was a lot of words like congratulations push this button to
double revenues super natively integrated in the final screen there are so many cases that people just keep this button because they don't see it like it's no like the message on the button is wrong or like button could be super hidden like user experience as bad reward the video interrupts gameplay whatever like there are four key reasons why as like like why placement could be form not well and this is clean shot from from the game these guys use unity Isaac sent extensively like using ads extensively of the game and you and ads bring them at now 50% of the revenue and they really experiment with different placements as you can see they named it properly for example coin quest or get spin spin quest yesterday I've tried to build like proper chart but it was not so clear to
show you something but this guy's really enables some new placements from time to time disables some other and shaking like performance performs really different based on placements based on reward reward value or based on like how deep players are in the game what kind of currency they really need now as a summary I still have like four minutes in the summary as I mentioned enable analytics analytics is skin if you gave us build on unity even if your main analytics aside no google flurry whatever just enable it just in case cause you will have all the data inside and you will be able to build either standard or custom events to track everything with what happens for the game and mod 8 you have more abilities
you have to improve your numbers improve your revenue finally placement IDs you should like to it because the time when you could just drop random integration into a game is passed like some typical mechanics are really wanted by players really popular at the moment some of them are not anymore that is why we do offer you kind of value at the service like ask us during soft launch after your global launch how to improve what kind of numbers to achieve what kind of advice do you have for your company so come to us call us come to our booth and we'll help you to optimize the game properly and as a final conclusion smart and odd situation means money really simple
there are like very small difference between successful game and not success successful game and the rule is actually the same like in general and game development if you spend enough time and you smartly think about like a game and ads as a part of your game you will be happy and rich if you think that else is just some unnecessary thing you won't succeed in in else area so we all our team will be at unity balls just across the hall or there welcome to our booth let's speak and take how many questions oh you don't get a mic thank you very good content I have a question about how to limit ads I mean the numbers you
showed likes showing seven ads per daily active user that's quite high right so that that coin also assumes that there are many stations long sessions that users have so on but what I've seen is that many successful games also limit the amount of us that you can see in a row so what's the gun ideology or how you should do it so first of all there is no one answer fits all I mean there are so many generous different types of games different networks you want to achieve in terms of retention number of sessions today lengths or sessions they'll and so on like the that is why I can't come to the stage and bring you one unique answer to like like it's not a magic pill here's like here's an answer take this everybody and you'll be rich unfortunate call so what you should do is just track and understand how ads
work in a game because for example in case of cats I hope like I believe you played the game it was possible to watch it now million of ads in a row and then either play alike both Blair and Isabella was happy about that for some hardcore mid core games there are some really strict limitations and like else is available only once or twice a day as I said no one answer if you have any doubts like come to us we will play you I'd no TestFlight build game and then discuss what kind of implementations could be done it what kind of things to keep in mind in terms of your overall balance and overall like demonization structure to improve everything like make a game successful also it's worth noting that there's a massive difference between opt-in ads and enforced ads so we have seen some games which have had
like 20 or 30 daily ad views I mean it's not common but they're normally because the the style of play suits a player choice to make that decision and so I'm not saying there's no threshold where that becomes too much but if it's user enforced this user optimized provide you've not broken the rules that star we've been talking about you know it therefore it can be manageable bit like you says so that every game is different so on that note thank you so much sir and never Express pleasure [Music] [Music]
Optimizing rewarded video ad revenue requires a strategic approach during the soft launch and post-production phases of mobile game development. The primary thesis is that developers should treat ad integration with the same rigor as game balance, art, and core mechanics to maximize monetization. By focusing on specific engagement metrics and granular data tracking, developers can significantly increase revenue without compromising user experience.
Key performance indicators for success include the engagement rate—the percentage of daily active users who watch at least one video—and the average number of ads watched per watcher. Data from a network of 150,000 games indicates that top-performing titles typically achieve an engagement rate of 50% or higher and an average of 3.5 to 4.5 ads per user per day. Developers are encouraged to use these benchmarks during soft launch to identify friction points, such as unclear messaging, poor button placement, or misaligned reward values, which often prevent players from engaging with ad content.
Methodologically, the analysis emphasizes the necessity of using unique placement IDs for every ad integration point. This allows for precise tracking of which placements drive revenue and which underperform. Integrating analytics directly into the game engine—such as Unity Analytics—is recommended to monitor these metrics alongside retention and session data. By isolating performance by placement, developers can iteratively test and refine their monetization strategy. Ultimately, the distinction between successful and unsuccessful monetization often lies in whether ads are viewed as an integral, opt-in feature of the game design rather than an afterthought. While there is no universal limit on ad frequency, successful implementations prioritize user choice, allowing for higher engagement in games where the value proposition is clearly communicated to the player.