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Shooter reports and market data

34 documents·13 writers·275 charts and tables

Documents

Cover of Shooter Genre Snapshot: September 2021
Report22 pages

Shooter Genre Snapshot: September 2021

The mobile shooter genre in the United States iOS market currently occupies the sixth-largest position by revenue, accounting for approximately 6% of total market earnings.

  • The shooter genre on US iOS is highly concentrated, with the 'Big Three'—Garena Free Fire, Call of Duty: Mobile, and PUBG Mobile—collectively generating over 84% of total genre revenue.
  • Garena Free Fire experienced significant growth in 2021, doubling its iOS revenue and capturing approximately 30% of the market share to rival Call of Duty: Mobile for the top position as of Q2 2021.
  • The shooter genre accounts for roughly 6% of total US iOS revenue, currently ranking as the platform's 6th largest mobile genre.
GameRefinerySep 2021
Cover of LILA #1: Why Did We Start LILA Games?
24 min
GameMakers24 min

LILA #1: Why Did We Start LILA Games?

LILA Games is a mobile-focused game studio founded by Joseph Kim, Paul Leydon, and Avinash Pandey with the primary objective of developing a high-quality, hardcore shooter game.

  • LILA Games aims to disrupt the shooter genre by integrating deep emotional mechanics and social systems typically reserved for 4X strategy games.
  • The studio is building its core operations in India, identifying the region as an underutilized hub for high-potential talent to support its global development goals.
  • The company operates as a 'learning organization' that prioritizes continuous, incremental improvements in management and workflows to avoid the stagnation common in established game studios.
GameMakersNov 2020
Cover of Call of Duty 2 vs 2 Mode | Games ReCAP Episode 024
53 min
Game Dev Unchained53 min

Call of Duty 2 vs 2 Mode | Games ReCAP Episode 024

The introduction of a 2v2 mode in Call of Duty: Modern Warfare represents a strategic pivot toward high-intensity, skill-based combat designed to counter the growing fatigue associated with the battle royale genre.

  • The Call of Duty franchise should transition from an annual release model to a persistent, unified games-as-a-service platform to prevent user base fragmentation and mitigate development burnout.
  • The introduction of a 2v2 mode in Modern Warfare serves as a strategic pivot toward high-intensity, skill-based combat to counter player fatigue with slower, loot-heavy battle royale mechanics.
  • Future shooter development must shift away from simple survival and scavenging toward objective-based, tactical gameplay that integrates real-time strategy elements and complex team dynamics.
Game Dev UnchainedJul 2019
Cover of Case study: Pre-release influencer marketing campaign for Azur Games' Infinity Ops
15 min
PocketGamer.biz15 min

Case study: Pre-release influencer marketing campaign for Azur Games' Infinity Ops

This case study examines the efficacy of pre-release influencer marketing for mobile games, specifically focusing on the launch of the first-person shooter Infinity Ops by Azur Games.

  • Azur Games' influencer campaign for Infinity Ops exceeded its one-million pre-registration goal by 30% over a 22-day period.
  • Influencer marketing accounted for nearly 30% of the total pre-registration volume, demonstrating a significant long-tail effect that persisted after traditional social advertising ended.
  • Approximately 32.5% of the pre-registrations generated by the campaign converted into active users following the game's official release.
PocketGamer.bizMar 2019
Cover of Riftwalker: Jonas Plays Your Game #001
43 min
Jonas Tyroller43 min

Riftwalker: Jonas Plays Your Game #001

Riftwalker functions as a fast-paced 2D rogue-like shooter developed in GameMaker Studio, characterized by a highly addictive core gameplay loop and satisfying mechanical feedback.

  • The game must transition from its current 30 FPS frame rate to a 60 FPS standard to ensure the fluid movement and responsiveness required for a competitive 2D rogue-like shooter.
  • User interface design requires immediate improvement, specifically by adding numerical values for stat upgrades and clearer visual indicators for ability cooldowns, weapon accuracy, and fuel status.
  • Boss encounters currently suffer from unfair damage spikes during level transitions that require rebalancing to improve player experience.
Jonas TyrollerFeb 2018
Cover of Double Tap
58 min
Game Developers Conference58 min

Double Tap

Game design functions as a sophisticated dialogue between developers and players, where the mechanics provided serve as the primary language for interaction.

  • The pervasive reliance on firearm-based mechanics in game design risks desensitizing players to the gravity of violence by normalizing lethal force as a primary mode of interaction.
  • Developers frequently sanitize the use of firearms by reducing complex, horrific acts to clinical, binary point-and-click interactions that prioritize predictable satisfaction over the reality of destruction.
  • Transforming tactical maneuvers like the 'double tap' into standard, rewarding game mechanics reinforces a culture where lethal tools are viewed as instruments of agency rather than objects of harm.
Game Developers ConferenceSep 2017
Cover of Level Design Workshop: Singleplayer vs. Multiplayer Level Design: A Paradigm Shift
32 min
Game Developers Conference32 min

Level Design Workshop: Singleplayer vs. Multiplayer Level Design: A Paradigm Shift

Designing effective game environments requires a fundamental shift in priorities depending on whether the experience is intended for single-player narrative exploration or competitive multiplayer engagement.

  • Single-player level design focuses on immersive storytelling and guiding players through narrative beats using visual landmarks known as 'weenies'.
  • Multiplayer level design prioritizes competitive integrity and movement fluidity, requiring rigorous management of sightlines to ensure fair outcomes.
  • Asymmetrical layouts are preferred over strict symmetry in multiplayer design to improve map readability and player orientation.
Game Developers ConferenceJul 2017
Cover of FTUE: War Tortoise
9 min
PocketGamer.biz9 min

FTUE: War Tortoise

War Tortoise, a mobile title developed by Forsaken Media, presents a unique blend of mechanics that centers on controlling a heavily armed tortoise accompanied by a ninja mouse.

  • War Tortoise by Forsaken Media suffers from a poorly defined tutorial phase that fails to explain meta-game progression or long-term strategic objectives to the player.
  • The game's instructional guidance is insufficient, with the tutorial remaining unclear even as the player progresses to level two, wave nine.
  • While the core combat loop is immediately accessible, players remain confused regarding the specific utility of various interface icons and upgrade systems.
PocketGamer.bizApr 2016
Cover of Asymmetric Play - Can One Game Cater to Many Playstyles? - Extra Credits
7 min
Extra Credits7 min

Asymmetric Play - Can One Game Cater to Many Playstyles? - Extra Credits

Asymmetric gameplay serves as a critical design tool for fostering cooperation and expanding the reach of multiplayer experiences.

  • Strong asymmetry allows developers to bridge disparate player bases by enabling users with different genre preferences, such as RTS and action-RPG fans, to compete within the same shared game space.
  • The primary barrier to strong asymmetry is the high development burden, as it effectively requires building and balancing two distinct, high-quality game experiences that must function cohesively.
  • Weak asymmetry forces player cooperation by withholding specific tools from individuals, necessitating reliance on teammates and the use of non-verbal signaling mechanics to achieve objectives.
Extra CreditsMar 2015
Cover of Industrial Toys talks about the Morning Star graphic novel
6 min
PocketGamer.biz6 min

Industrial Toys talks about the Morning Star graphic novel

Industrial Toys is developing a mobile-first ecosystem centered on the sci-fi shooter Morning Star, which integrates a companion interactive graphic novel to deepen narrative engagement.

  • Industrial Toys is building a mobile-first ecosystem for the sci-fi shooter 'Morning Star' that integrates an interactive graphic novel to deepen narrative engagement.
  • The graphic novel is released approximately one month before the game to establish a cohesive universe and build player investment.
  • Cloud-based synchronization allows player choices, item collection, and interactions within the graphic novel to automatically influence the main shooter game.
PocketGamer.bizJun 2013

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