so in one month and one week we know everything about the idea we know the marketability because we can look to CPI to see that we can say about the the funnels the Redemption the play session we know if this uh prototype deserve to be develop it or not or or need a a huge uh change or need you just keep going doing this because we we can see a a a great potential on it hi everyone welcome to another episode of tangon roy11 today we are going to talk about porting mobile games Our Guest Everton Vieira co-founder and CEO of easy play game Studio we'll go deep into his
framework of porting games and launching games enjoy so firstly about to before to think in mood platform is important to let your game uh flexible to different kind of business models right because free to play and premium is absolutely completely different each other but uh the first uh advice here uh is easier to report a FR to play to premium that in another way premium to to play is almost impossible so although is not easy is easier uh free to play to premium so it's important to uh to pay attention some uh criterias here firstly uh we are focusing in this uh frame I I can call framework right we call the incremental arcade but the the market is called the ID arcade or arcade Idol is similar we
just avoided to use the idol word because there is no idle in the in the core so I think that's incremental is a better uh word to describe what we are doing so if is our first contact with this term I can uh resume like a arcade core Loop any arcade you can do that can must be easy to understand easy to play fun that is the criterias and around the core we have this incremental layer that in short means progression motivation Redemption and here I think that is the first uh secret that I can share game economy so if your game uh use game economy as a base as a a useful uh mechanic layer so for example here in our game uh called uh Isel supermarket
the economy is clearly a base of our economy right is a earn the money from the clients use this money to buy new shelves to expand the market to hire new guys to help her in the tasks so the economy make sense in your game in the par Loop and and mainly in the in the meta game right MH so doing this we can remove ads and can remove in our purchases and the economy is still making sense right that is the the first okay I can say big advice right so that is the the way we use to let uh flexible and comfortable a freet to-play game to a premium version if you want or even uh subscription in case for example another uh subscription platform because uh there is another uh common point
between uh the different models the different business models free toplay premium subscription for all of them Redemption is important for example uh the studio uh can uh the revenue from the games for a studio in a subscription model is based on Redemption not in download currently if you take a look in whole platforms the majority offer Revenue via Redemption the play time the players play your game is the indicator to we receive more or less Revenue so if your game has content adapted to explore properly Redemption uh would be a great differential for you here are a few U good uh advantage to a incremental arcade and here is our not secret because I share this light with everyone but is our key pipeline I
can say nice uh is a a good resume from the last four years that we uh best so we use the the hyper casual approach to prototype a casual idea for example in one month we can design a proper um MVP I can I can say it's a good name and right after this this development we trigger a meta a simple meta campaign so we one month and one week we know everything about the idea we know the marketability because we can look to CPI to see that we can say about the the Fels the Redemption the play session we know if this uh prototype deserve to be developed or not or or need a a huge uh change or need to just keep going doing this because we we can see a a a a great
potential on it in the last three years we tested maybe 30 protes 30 MVPs and this one here is the best eight that show at least one great kpi Redemption play time uh low CPI and here I can say that is the proof that this incremental arcade category or approach because it's not a general right we can we tested a racing game a farming game a fighting game adventur puzzle a fishing a mining or even a business simulation game every genre exactly and like we have spoilers already right we decide to took this one one year and a half ago and start design our big game based on it based on this and even visual has changed right
you had all casual and now it's casual basically just Bas nice we call this double a casual to let clear that is a premium perception right we increase the the art style twice because we keep trying to reduce the risks right we keep trying to to the risk the the investment uh so we can see an intermediate quality here just day seven in the middle of the the the road map but we already tested in our purchases for example in this stage and we could manage to see good results so increase even more the quality the content and the ambitious to the project let it uh comfortable and and flexible to explore web I didn't mention web web is very important platform currently Web PC and other different um business models right we expect to LA Isa to Nintendo switch
until the end of this year exactly using this approach in a as a premium version and we expect to give a a a good or a big uh launch about April uh in the free toplay version of it we we keep you working on the game by the way I see designing more and more content how difficult it was and like technically speaking did it take like a month or uh if the game would be like the same as in on the scale test to convert it into the switch version of the game do you mean just the port part yes or the whole process the port part is I can say that is a the easier part uh we talking about a few months to expect to take a few months to Port the game obviously we try to increase a bit more the quality the visual put a more uh few more effects
and try to increase a bit to uh let the game more um uh ambitious in the project to perform better in there but it's a a few months work to to part thinking uh in all of this in the scratch right obviously it's not it's not possible to decide this for already designed game and it's important to think on this smoth platform since the the day one development of course and what about the store policy and how hard it is to get to the Nintendo switch store uh for this part we are account with our partner uh uh I Studio here in Brazil that already launched uh switch title so it's important to have help on that obviously uh and year over year and title over title we decide to get more Independence on that or keep cting with
partner yeah decision that even student can can choose the best approach got it got it got it the same to steam right is necessary to create the steam page very earlier uh announce the game with maybe a a demo version participate in events steam events is very important to focus on wish list so depend of the platform is a different approach so it's good to get help for each got it uh I have a couple of more questions but I don't know if you have more slides no no that's for for yeah just that's um another question what cpis would you look at once you launch on this steam or switch good point uh depends on the platform uh we have data from Steam so we can keep a look in the game and following the the the performance in in
the in the store is not the same on consoles there a black box in there we we don't know what are happen so yeah different approach to different platforms but like I mentioned it the big kpi is redemption because we uh offer a good play time seem loves loves a great play time is a indicator to to relight more or less the game in store so a good play time and a good uh score always uh is the best kpi to to look at at got it um what do you think at what point like I am a small IND Studio at what point does it make sense to follow this model good question too um
it's important to think uh each platform in once because it's a big issue uh thinking in all of them in the same time so we suggest to look for in mobile first Focus just on on get success on mobile is not an easy task right it's a very competitive platform uh and considering because for example on mobile narrative is not so important yeah uh uh personality uh is not so important for example if you design amazing solitary game it's a common generic solitary game we can get success on mobile right it's a great game we trigger a good campaign of great creatives we acquisition are working so isn't sometimes enough but if you are designing a game to perform good on mobile and right after try the same on mobile on PC and consoles is important to in the day one considering to offer a
more uh a more different games maybe a solitary mix with tarot a solid tarot game maybe yeah yeah yeah to uh that mobile accept in the great is not a inculpable approach right so maybe the different than here and there but look at and one platform in time avoiding I huge investment before we have uh signs from the data yep yep yep yep and for web web is amazing platform uh I can say that the big issues now uh are two big ones the first one is the port there is no great platform currently to Port properly the game for example Unity are
announcing a good part from ears but at the moment there is no good part and other platforms there is their own uh counters like godo and and CA 3D and something like that so the the porting to HML 5 is the big issue currently because now it's a bit expensive is in some case is necessary to design the develop the whole game again that is uh variable mistake and the second one is about the ecpn the revenue from ads that is is very low comparing to mobile uh and there is just a few options maybe Google AdSense is the 90% of the the choices now right yep uh and mobile have a lot of different options because of that we have more High scpm and and web have a low CPM and just a
few options to explore about ad platforms that's the two big issues about in app purchases exola for example offered a great platform to is to integrate and very comfortable a lot of uh payment matters methods for example there is no problem there obviously the player uh not usual to expand in our purchas onb but it's a behavor thing this would be increasing year over year I think that the big on is the porting and the ad Revenue the big issue currently yeah amazing platform but it's also like commission there if you use a third party you mentioned for exola they they are not taking 30% they taking I no no it's very cheaper comparing to the the traditional mobile Google and app Apple right yeah and obviously if you are using a service is a cost but it's
it's very cheaper comparing to the the current state of the industry got it super eventon we covered two topics uh it was effective productive check productive yeah yeah yeah that's a better word y absolutely all righty then thanks so much every thank you everyone for watching until next one cheers byebye [Music]
Auto-generated captions from YouTube — names and numbers may be misheard.
Distilling the key insights…
Tenjin · 2026
GameMakers · 2026
Comments