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Organization303 documents

F2P product management, game design, and monetization strategy by Joseph Kim.

Documents

Cover of The Future of UA+PM | N3TWORK's Nebo Radovic talks Product Management and User Acquisition Strategy
23 min
GameMakers23 min

The Future of UA+PM | N3TWORK's Nebo Radovic talks Product Management and User Acquisition Strategy

The integration of user acquisition (UA) and product management (PM) teams is a critical driver of competitive advantage in the mobile gaming industry.

  • Integrating User Acquisition (UA) and Product Management (PM) teams is a primary driver of competitive advantage, shifting from siloed operations to shared accountability and unified goal-setting.
  • High-frequency communication, including daily or near-daily meetings, is required to synchronize live game events with UA strategies and monitor metrics like early retention and payer conversion.
  • Genre specialization is mandatory for success, as distinct game genres require tailored creative assets and targeting strategies that align with their specific Lifetime Value (LTV) curves.
GameMakersJun 2019
Cover of AskGM #4: Psyon Games - How to create an anti-viral game! Psyon is making vaccine awareness games
50 min
GameMakers50 min

AskGM #4: Psyon Games - How to create an anti-viral game! Psyon is making vaccine awareness games

Psyon Games is pioneering a novel approach to pharmaceutical marketing by utilizing interactive mobile gaming to drive vaccine awareness and public health education.

  • Psyon Games utilizes the tower defense genre to gamify complex biological processes, aiming to replace traditional pharmaceutical marketing with interactive experiences that improve knowledge retention.
  • The studio validates the commercial viability of health-focused gaming by using Facebook ad campaigns to track performance metrics like cost-per-install and click-through rates.
  • To measure the effectiveness of educational content, the company uses proxy metrics such as email sign-ups and collaborates with government health institutes to assess shifts in player attitudes.
GameMakersJun 2019
Cover of How to win in eSports! | Evil Geniuses eSports Head Coach Aaron "Gotcha" Chung
17 min
GameMakers17 min

How to win in eSports! | Evil Geniuses eSports Head Coach Aaron "Gotcha" Chung

Evil Geniuses, a premier professional esports organization founded in 1999, maintains a long-standing reputation for competitive excellence across titles such as Dota 2, Call of Duty, Rainbow Six Siege, and Rocket League.

  • Evil Geniuses maintains competitive excellence through a rigorous regimen of 35 to 40 hours of weekly team practice, scrimmages, and systematic gameplay analysis.
  • Professional esports success is increasingly tied to holistic player development, emphasizing rest, nutrition, and physical well-being to sustain cognitive performance.
  • The esports industry is experiencing significant financial growth, with major tournament prize pools for titles like Dota 2 reaching as high as $20 million.
GameMakersJun 2019
Cover of AskGM #3: Can Splatoon + Brawl Stars = Mega Hit? | Action.Reaction Studio Indie Game Development
56 min
GameMakers56 min

AskGM #3: Can Splatoon + Brawl Stars = Mega Hit? | Action.Reaction Studio Indie Game Development

The development of a 3v3 mobile multiplayer title blending Brawl Stars-style combat with Splatoon-inspired territory control mechanics represents a high-stakes entry into the competitive PvP market.

  • A four-person studio achieved a 40% Day-1 retention rate in beta testing across Finland, the UK, and Canada by blending Brawl Stars-style combat with Splatoon-inspired territory control.
  • Independent teams should prioritize a single North Star metric, such as Day-7 retention, to guide feature development and prevent scope creep.
  • The ICE (Impact, Confidence, and Ease) framework is essential for evaluating feature additions against limited development resources to ensure high-value outcomes.
GameMakersJun 2019
Cover of AskGM #2: How to Compete Against Clash of Clans? | Sand Forge Games with CEO Khaled Alroumi
36 min
GameMakers36 min

AskGM #2: How to Compete Against Clash of Clans? | Sand Forge Games with CEO Khaled Alroumi

The mobile strategy market remains dominated by established titans, necessitating a strategic shift for new entrants like Sand Forge Games.

  • New entrants in the mobile strategy market cannot displace established leaders like Clash of Clans through incremental mechanical refinements alone; they require a distinct market identity driven by unique narrative depth or innovative meta-systems.
  • Simplifying core loops, such as removing troop training overhead and adopting energy-based systems, is a baseline requirement that can help achieve a 35% Day 1 retention rate.
  • Sand Forge Games is utilizing a data-driven framework for their title Warfronts, focusing on telemetry to monitor D7 retention, monetization efficiency, and install-per-impression rates.
GameMakersJun 2019
Cover of Top Grossing Game Designer Reveals His Research SECRETS! | Game Design Document
37 min
GameMakers37 min

Top Grossing Game Designer Reveals His Research SECRETS! | Game Design Document

Effective game design research relies on uncovering the underlying philosophy of mechanics rather than merely cataloging surface-level features.

  • Effective game design research requires analyzing the underlying philosophy of mechanics rather than just cataloging surface-level features.
  • Designers should maintain a 'brick' library, a centralized visual database that maps every game screen in chronological order to track user flows, tutorials, and currency sinks.
  • A rigorous research methodology involves systematically reviewing update logs, analyzing community gameplay footage, and identifying potential exploits to ensure system balance.
GameMakersJun 2019
Cover of From Artist to CEO | Concept Art House Origin Story and Inside Tour
19 min
GameMakers19 min

From Artist to CEO | Concept Art House Origin Story and Inside Tour

Concept Art House is a high-end art service provider for the gaming industry, specializing in concept art, illustration, 3D modeling, and marketing assets.

  • Concept Art House, founded in 2006, has scaled from a six-person team to over 70 staff members, providing art services for major clients including Blizzard, EA, Sony, and Wizards of the Coast.
  • The mobile gaming sector drives 70% of the company's output, with production budgets for individual mobile titles now reaching as high as $40 million.
  • The studio operates a distributed business model with a San Francisco headquarters and significant production facilities in Shanghai, utilizing Jira, Shotgun, and Basecamp to manage international workflows.
GameMakersJun 2019
Cover of AskGM #1: We Kick Off Ask GameMakers!
2 min
GameMakers2 min

AskGM #1: We Kick Off Ask GameMakers!

The Ask GameMakers initiative establishes a public consulting platform designed to assist independent developers and studios in navigating market challenges and improving game performance.

  • The Ask GameMakers initiative provides a public consulting platform to help independent studios improve game performance and commercial viability.
  • The project was launched in response to significant industry demand, triggered by over 30 unsolicited requests for consulting services following an outreach campaign.
  • Consultations are conducted in a transparent, educational format to create a public repository of shared knowledge for the broader development community.
GameMakersJun 2019
Cover of The Future of Hyper-casual Games | GameJam CEO Christian Calderon
13 min
GameMakers13 min

The Future of Hyper-casual Games | GameJam CEO Christian Calderon

The hyper-casual gaming market has evolved from a niche category into a dominant force in mobile entertainment, characterized by high-frequency ad monetization and rapid development cycles.

  • The hyper-casual sector reached a major milestone in 2018, when its titles accounted for 15 of the top 20 most downloaded games globally.
  • The industry has shifted from intuition-based design to a data-driven model, where market leaders like Voodoo, Ketchapp, and Lion Studios prioritize retention analysis and lifetime value optimization.
  • Macroeconomic trends show that advertising revenue has surpassed traditional in-app purchases, enabling developers to achieve payback windows as short as a few days or weeks.
GameMakersMay 2019
Cover of 'Star Trek Fleet Command' - Scopely | Ft. Game GM Steve Huff and SVP of BD Henry Lowenfels
14 min
GameMakers14 min

'Star Trek Fleet Command' - Scopely | Ft. Game GM Steve Huff and SVP of BD Henry Lowenfels

Star Trek Fleet Command, a mobile free-to-play title developed by DIGIT Game Studios and published by Scopely, represents a strategic entry into the 4X march-battle genre.

  • Scopely and DIGIT Game Studios partnered to develop Star Trek Fleet Command, aiming to expand the 4X strategy genre by integrating RPG and simulation elements to reach a broader audience beyond hardcore players.
  • The development team scaled significantly since the project's inception in 2015, growing their staff fourfold to support the game's ambitious scope and content roadmap.
  • The operational structure features a collaborative model where Scopely manages product strategy and live operations, while DIGIT handles core development, with overlapping roles to ensure consistent feature prioritization.
GameMakersMay 2019
Cover of *The Most* Famous Mobile Gaming Blog - Deconstructor of Fun | Origin Story with Miska Katkoff
15 min
GameMakers15 min

*The Most* Famous Mobile Gaming Blog - Deconstructor of Fun | Origin Story with Miska Katkoff

Deconstructor of Fun serves as a prominent industry platform dedicated to the analysis of mobile free-to-play gaming, focusing primarily on the mechanics of monetization and market performance.

  • Deconstructor of Fun functions as a specialized analytical platform for the mobile free-to-play industry, prioritizing technical deep-dives into monetization mechanics and market performance over general news.
  • The platform has scaled to include a network of over 115 contributors who produce content and host the 'This Week in Games' podcast.
  • The blog serves as a professional portfolio for contributors, where public documentation of analytical processes and industry insights frequently leads to career advancement and recruitment opportunities.
GameMakersApr 2019
Cover of How to get 40M installs? Mobile Games Marketing | Brian Sapp VP User Acquisition at Jam City
29 min
GameMakers29 min

How to get 40M installs? Mobile Games Marketing | Brian Sapp VP User Acquisition at Jam City

User acquisition (UA) in the mobile gaming industry functions as a data-driven performance marketing discipline, distinct from brand marketing in its reliance on measurable key performance indicators (KPIs) such as cost per user and return on investment.

  • User acquisition (UA) at Jam City is a performance-based discipline where marketing budgets are strictly allocated based on projected payback periods and the specific lifecycle phase of each game title.
  • The UA process follows a structured R&D path: starting with technical stability in soft launches, moving to retention metrics in secondary markets, and concluding with predictive lifetime value (LTV) modeling in primary territories.
  • UA departments should be organized into cross-functional 'supercells' consisting of media buyers, analysts, and creative strategists to ensure ownership and alignment between marketing and game production.
GameMakersApr 2019