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Dream Games launched a celebrity advertising campaign.

Royal Kingdom ๐—ฒ๐—ฎ๐—ฟ๐—ป๐—ถ๐—ป๐—ด $๐Ÿฎ.๐ŸฑM/๐˜„๐—ฒ๐—ฒ๐—ธ (Not a day, just yet!) and growing. โ€‹ In a bold move to capture global attention, Dream Games has launched a ๐—ฐ๐—ฒ๐—น๐—ฒ๐—ฏ๐—ฟ๐—ถ๐˜๐˜† ๐—ฎ๐—ฑ๐˜ƒ๐—ฒ๐—ฟ๐˜๐—ถ๐˜€๐—ถ๐—ป๐—ด ๐—ฐ๐—ฎ๐—บ๐—ฝ๐—ฎ๐—ถ๐—ด๐—ป. Why? This campaign features a lineup of renowned celebrities, including Lebron James, Kevin Hart, Jimmy Fallon, Shakira, Kaley Cuoco, Johnny Galecki, and others, each bringing their unique flair to promote the game.โ€‹ ๐— ๐˜† ๐—ณ๐—ฎ๐˜ƒ๐—ผ๐˜‚๐—ฟ๐—ถ๐˜๐—ฒ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐—ฑ๐—ฒ๐—ณ๐—ถ๐—ป๐—ถ๐˜๐—ฒ๐—น๐˜† ๐—๐—ถ๐—บ๐—บ๐˜† ๐—ฎ๐—ป๐—ฑ ๐—ž๐—ฒ๐˜ƒ๐—ถ๐—ป. Dream games already tried this in the past for Royal Match, but it was waaaay smaller (although Simon Cowell allegedly ๐—ฒ๐—ฎ๐—ฟ๐—ป๐—ฒ๐—ฑ ๐˜€๐—ฒ๐˜ƒ๐—ฒ๐—ป ๐—ณ๐—ถ๐—ด๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ณ๐—ฟ๐—ผ๐—บ ๐˜๐—ต๐—ฒ ๐—ฅ๐—ผ๐˜†๐—ฎ๐—น ๐— ๐—ฎ๐˜๐—ฐ๐—ต ๐—ฎ๐—ฑ) This reminds me of the good old Coinmaster celebrity creative play with J.Lo, Terry Crews, Kardashians, and others. This was a huge success from the download and revenue perspective for Coinmaster. Is this supposed to be the big push to drive more players to Royal […]

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Brutally Honest #159

Hey, FAM! Whatโ€™s up? ๐Ÿฅƒ Drink talk Still canโ€™t believe there are more than 18,000 people subscribed (Substack + LinkedIn). Thanks for being a part of my journey. ๐ŸฆฉTip of the week Follow carefully what is happening in the 4X genre (and Match3 to a certain extent). These two genres are obvious red oceans, but you can get inspired so much. There hasnโ€™t been a big innovation happening in the UA space lately, but the 4X genre has to innovate. Why? Because the CPIs are so high, you could almost buy a flat for that price per install. Anyway, the innovation comes from the combination of creative trends and UA-led game design. Everybody talks about the mini-games implementation since Gardenscapes did it (thanks to Hero Wars) But it's not easy to pull it off properly. For example, it took several […]

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Mobile vs. Steam

How it started (2023): "Mobile is broken, so we're pivoting to Steam now. ๐Ÿ˜…" How it's going (2025): "Here's the DATA! ๐Ÿฅ๐Ÿฅ๐Ÿฅ" From 2022-2024: A LOT of game developers gave up on mobile, and started building for Steam / PC.Over same 2 years, Annual Steam releases grew 58%. ๐Ÿญ๐Ÿฎ๐—ธ (2022) ๐Ÿญ๐Ÿฐ๐—ธ  ('23) ๐Ÿญ๐Ÿต๐—ธ ('24)๐Ÿฏ Wild. And, since 2024, the % of devs working on PC has grown ๐˜ข๐˜ฏ๐˜ฐ๐˜ต๐˜ฉ๐˜ฆ๐˜ณ 20% (GDC '25 Survey).All of this begs an obvious question...๐˜ž๐˜ข๐˜ด ๐˜š๐˜ต๐˜ฆ๐˜ข๐˜ฎ ๐˜ข ๐˜ฃ๐˜ฆ๐˜ต๐˜ต๐˜ฆ๐˜ณ ๐˜ฑ๐˜ญ๐˜ข๐˜ค๐˜ฆ to publish games in 2023/2024?In other words, which platform, Steam or Mobile, had the higher success rate* for new products?I wanted to find out! So we analyzed  ~8000 game releases using data from AppMagic and Gamalytic.And, I must say, I was shocked by the results! ๐Ÿ˜ฎIf your goal was to make over $1M, ๐— ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—ฟ๐—ฒ๐—น๐—ฒ๐—ฎ๐˜€๐—ฒ๐˜€ ๐—ณ๐—ฎ๐—ฟ๐—ฒ๐—ฑ ๐—ฏ๐—ฒ๐˜๐˜๐—ฒ๐—ฟ than Steam in […]

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DC: Dark Legion scaled to $300K a Day!

FunPlus's DC: Dark Legion scaled to $300K a day revenue ๐Ÿค‘ Pulling in $10 M during its first month from the initial release. Will it be enough to make a dent in the 4X genre ๐Ÿค”? This is a very ambitious iteration of multiple games stitched together. We have the idle part, which is basically Frozen City ๐Ÿฅถ, but it uses the Fallout Shelter visual. Afterwards the game ads AFK Journey style squad RPG, with its heavy Gacha mechanics. The single player content is done through on rails mechanic of your characters going through a predefined map with events and encounters like Capybara GO. And then lastly it also ads the 4X layer, such as the map radar feature, where you can attack patrols of other player and a world map. This is where the formula start to heavily differ […]

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Gaming On: Winning Creatives, From Hook to Install

Ever seen a Game Ad & Thought - โ€˜Wait, this looks fun!' and you hit download? The Mobile Gaming Ad landscape is evolving fast, with AI-driven insights reshaping how creatives are designed. The best-performing ads follow distinct patterns. And yeah, we donโ€™t want to see Sexist & Disturbing Ads anymoreโ€ฆ What's behind the winning creatives? Just sat down with Brijesh Bharadwaj, Co-founder of Segwise, a platform using AI to help UA teams optimize Game Ads. With experience scaling apps from 100K to 1M+ DAU and managing $6M in UA spends, Brijesh knows what works out there. MANY theories on 'Great Ads'. How did you crack the code? Brijesh: Honestly, we use AI to do the heavy lifting. The best answers come from data, not always gut feeling. We analyzed 500+ top-performing creatives across puzzle, strategy, and sim genres, by automatically […]

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9 new puzzle games out here.

Last week I sat down with 4 mobile game studio leads. Real people. Real conversations. ๐Ÿ’ฌ ๐Ÿค— One topic kept coming up, every single time: Thats why I brought you 9 new puzzle games,Potentially help the problem!Oh, what was the topic? Usual suspects ๐Ÿซ  ...Cost,Per,Installs,are either too high, or too unstable.When they think they got CPI,They lose it before an update.When they plan on growing on current CPI,They cant keep it under control.I told them they need to focus on:-> Sticky game mechanic that flows smoothly,-> Creatives that shows real gameplay,-> Try different creatives on separate campaigns.And most importantly, stay consistent on bothIteration and updates. Till you define your success.

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Three Stages of Mobile Game Production

The 3 Stages of Mobile Game Production ๐Ÿญ. ๐—ฃ๐—ฟ๐—ผ๐˜๐—ผ๐˜๐˜†๐—ฝ๐—ฒ ๐—ฃ๐—ต๐—ฎ๐˜€๐—ฒ:โ€ข Goals: - Validate game concept - Test core mechanics - Assess market fit โ€ข Timeframe: 1 to 3 months โ€ข Team Size: Small team (3-10 people) โ€ข Content: Focus on core loop and mechanics โ€ข Monetization: None โ€ข Customer Support: None, but pay attention to player feedback โ€ข Risks: - Core gameplay may not resonate with players - Poor marketability ---๐Ÿฎ. ๐—ฆ๐—ผ๐—ณ๐˜ ๐—Ÿ๐—ฎ๐˜‚๐—ป๐—ฐ๐—ต ๐—ฃ๐—ต๐—ฎ๐˜€๐—ฒ:โ€ข Goals: - Increase player engagement - Enhance monetization strategies - Achieve KPIs for a global launch โ€ข Timeframe: 6 to 18 months โ€ข Team Size: Medium team (10-30 people, including analytics, marketing, QA) โ€ข Content: Expanded content, testing new mechanics โ€ข Monetization: Basic shop, starter packs, and offers to test willingness to pay โ€ข Customer Support: Basic channels for test regions โ€ข Risks: - Game unable […]

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Sometimes the Butt of F2P Liveops will consume my thoughts for a day.

Sometimes the Butt of F2P Liveops will consume my thoughts for a day. Today is that day. In the talk, Teut Weidemann documents the rhythms of F2P engagement and monetization curves like an archaeologist uncovering a secret code. He illustrates what happens when you zoom in. Like, really in. For instance, concurrent users during football matches (the boring European kind) dip during game time and spike during halftime. Yes, that creates a butt shape (wait until you see his next shape). This kind of minute observation makes Ultra Local Live Opsโ„ข compelling, finally providing a meaningful avenue for the "personalization" agenda."Personalization" has become an ugly stepchild to price discrimination, mainly focused on triggering successive live ops offers. CRM efforts might localize notifications or reference local holidays, but rarely capture the immediacy of "what's happening now" or what's physically around players. […]

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Age of Empires: Mobile, 6 months post-launch.

๐Ÿšจ Age of Empires: Mobile, 6 months post-launch. We ran a full-scale audit using the ๐—ฆ๐—–๐—”๐—Ÿ๐—˜โ„ข ๐—ณ๐—ฟ๐—ฎ๐—บ๐—ฒ๐˜„๐—ผ๐—ฟ๐—ธ we use at Gaming Growth to evaluate mobile games across five pillars: ๐—ฆ๐—ฒ๐—ป๐˜๐—ถ๐—บ๐—ฒ๐—ป๐˜, ๐—–๐—ฟ๐—ฒ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ๐˜€, ๐—”๐—ฐ๐—พ๐˜‚๐—ถ๐˜€๐—ถ๐˜๐—ถ๐—ผ๐—ป, ๐—Ÿ๐—ผ๐˜†๐—ฎ๐—น๐˜๐˜†, ๐—˜๐˜…๐—ฝ๐—ฎ๐—ป๐˜€๐—ถ๐—ผ๐—ป.๐—›๐—ฒ๐—ฟ๐—ฒโ€™๐˜€ ๐˜„๐—ต๐—ฎ๐˜ ๐˜€๐˜๐—ผ๐—ผ๐—ฑ ๐—ผ๐˜‚๐˜: โœ… Strong initial monetization, especially on iOSโœ… Global reach with high iOS revenue in France, Japan & HKโš ๏ธ Sharp drop in installs since launchโš ๏ธ Creatives overpromise, setting expectations the game canโ€™t meetโš ๏ธ Lower iOS rating is hurting conversion๐—ฆ๐—–๐—”๐—Ÿ๐—˜ ๐—ฆ๐—ฐ๐—ผ๐—ฟ๐—ฒ: ๐Ÿฏ.๐Ÿฎ/๐Ÿฑ โญLots of potential,ย but also clear areas to optimize.Check out the full breakdown in the carousel ๐Ÿ‘‡

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Daily + Weekly Challenge setup in Time Blast

Really liking this Daily + Weekly Challenge setup in Time Blast by Wildlife Studios ๐Ÿ‘ Daily challenges are simple, quick, and come with instant rewards. But what really shines is how they tie it into a "weekly meta challenge" โ€” complete all dailies and you unlock even juicier prizes.Itโ€™s a great way to drive short-term engagement while rewarding long-term commitment.Simple. Motivating. Effective.

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Wait, we need to test 480 game ideas?

"Wait, we need to test 480 game ideas? What is wrong with this industry??" Recently, I met with a former client (a top mobile games publisher) in LA.We had worked with their team to build a new game validation pipeline with the goal of launching one new hit in 2 years.Working backward, here's what we had suggested:โ€ข ๐Ÿฐ๐Ÿด๐Ÿฌ ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฐ๐—ผ๐—ป๐—ฐ๐—ฒ๐—ฝ๐˜๐˜€ (CPI tests)โ€ข ๐Ÿญ๐Ÿฎ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ to D1 retention testingโ€ข ๐Ÿฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ to D7 retention testingโ€ข ๐Ÿญ ๐—ด๐—ฎ๐—บ๐—ฒ scaling successfully WWOur prescription was both realistic, and also a reflection of the utter insanity of the current market.Testing 480 game ideas?  Have we lost our minds??At a certain point one must ask if we're playing in the industry / fishing in the right pool.This made me curious if a <1% product success rate was unique to our industry. ๐Ÿค”. How abnormal are we, actually?The […]

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Is ๐— ๐—ผ.๐—–๐—ผ’๐˜€ ‘no pay-to-win’ economy sustainable?

Is ๐— ๐—ผ.๐—–๐—ผ'๐˜€ 'no pay-to-win' economy sustainable? ๐— ๐—ผ.๐—–๐—ผโ€˜s referral-only โ€˜softโ€™ launch deserves much praise ๐Ÿ‘๐Ÿ‘๐Ÿ‘And out of the gates, ๐— ๐—ผ.๐—–๐—ผ isnโ€™t SuperCellโ€™s ๐˜ธ๐˜ฐ๐˜ณ๐˜ด๐˜ต- monetizing game. ๐Ÿ˜…Squad Busters had a rockier start.That said, I doubt Supercellโ€™s commitment to a โ€˜non pay-to-winโ€™ / cosmetics- only economy will survive the transition to paid UA.Once the (quite clever) viral / organic honeymoon ends, this game will need $5+ T1 RPDs to support UA at meaningful scale.And that's okay. The economy can, and almost certainly will change in the future.Supercell has done deeper surgery before, and successfully (Brawl Stars).But thus far, cosmetics-only economies have only worked, at scale, for a small handful of games...Battle royale, with large character models to show off during gameplay, come to mind... And little else.โ“ Am i wrong?  Can Mo.Co succeed with cosmetics only / 'no pay to win?' economy?

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