Brawl Stars vs Clash Royale : Designing a Strong Gacha

When Supercell launches a new game, it sends shock waves around our industry and players alike. On June 14th, Supercell released Brawl Stars — and in typical fashion, we all jumped on to give it a try.

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Deconstructing Merge Town: The Rise of Hyper Casual

Rewarded Video Ads have been a constant, dominating trend in free to play over the last few years. Starting with companies like Ketchapp and Futureplay, it became abundantly clear that games can drive meaningful revenue from video advertisements, and advertisers…

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Interview with Gram Games on Hyper Casual

I had the pleasure of sitting down with , CRO of Gram Games. We discussed the Hyper Casual market and how things are going for them with recent games like , , and .

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Dragalia Lost: Has Nintendo figured out Free-to-Play?

Not too long ago, Nintendo vowed to never make mobile free to play games. Their own hardware is too important, the “Nintendo-factor” incompatible with free to play games. First, they yielded on hardware, with the release of Mario and then…

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How to Soft Launch (GDC 2016)

This year at GDC I spoke about how to soft launch games. A deep dive into how Wooga looks at soft launches, and specifically what you can expect in terms of Cost, Learning and Growth.

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Understanding the value chain for Mobile Video Ads

Video ad revenue now accounts for a large proportion of most casual free to play mobile games. Companies like Hipster Whale, Futureplay and the publisher Ketchapp have built business models focussed on rewarded video ads. This shows many of the…

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How to Plan and Track Events in Mobile Games

At one stage in your career you’ve begun to care about data. You decide that you want to know what your players are doing, so you start tracking gameplay events. You track everything. With a flurry of code your app…

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