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LiveOps isn’t just about events. It’s a strategy.

LiveOps isn't just about events. It's a strategy. ๐Ÿญ. ๐—”๐—ฑ๐—ฑ๐—ถ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ย ๐ŸงฉPlayers burn through core content fast. Keep them hooked with: โ€ข New levels, weapons, or cosmetics โ€ข DLCs and seasonal updates โ€ข User-generated content โ€ข End-game loops Goal: Keep loyal players invested Key metrics: long-term retention, purchase frequency ๐Ÿฎ. ๐—–๐—ต๐—ฎ๐—ป๐—ด๐—ฒ๐˜€ ๐˜๐—ผ ๐—ฒ๐˜…๐—ถ๐˜€๐˜๐—ถ๐—ป๐—ด ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ ๐Ÿ› ๏ธ LiveOps means constant improvement. Use player data to: โ€ข Improve onboarding and first-time experience โ€ข Rebalance the economy โ€ข Fix bugs and drop-off points โ€ข Refine monetization and UX Goal: Make the game feel better over time Key metrics: short-term retention, onboarding completion, churn ๐Ÿฏ. ๐—˜๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜-๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ๐—ป ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ย ๐ŸŒŸLimited-time events create urgency and fun. Think: โ€ข Holiday events or limited-time modes โ€ข Leaderboards and game seasons โ€ข Daily challenges and social features Goal: Spark excitement and boost session frequency Principles: โ€ข Novelty, rewards, and FOMO โ€ข Prioritize engagement […]

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Disney Solitaire: A Promising Start to Something Bigger

A Cozy Classic Gets the Disney Treatment Letโ€™s be honestโ€”most solitaire games are fine. Some are fun. Butย Disney Solitaire? Itโ€™s something else. SuperPlay teamed up with Disney ( help from Playtika ofc. ) to launch a game that feels like flipping through a deck of nostalgia. The game dropped globally in 17th April 2025, and itโ€™s basically what happens when TriPeaks solitaire crashes into the Disney universe and they decide to throw a party. Think: cards, characters, cozy vibes, and just enough challenge to keep things interesting. Also, full disclosure: Iโ€™m someone who absolutely loves Solitaire Grand Harvest. Itโ€™s one of my favorite games. So when I saw Disney Solitaire pop upโ€”especially with Disney IP behind itโ€”I was immediately curious. My hope is that with the right liveops, events, and regular updates, it can rise to that same level. And honestly? Itโ€™s off […]

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Puzzle games are harder to make than they look.

Puzzle games are harder to make than they look. ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜๐—ผ ๐—ฏ๐—ฒ:โ€ข Fun to solveโ€ข Simple to understandโ€ข Challenging, but fair๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐—ต๐—ฒ๐—ฟ๐—ฒ:โ€ข Instant feedback โ€“ players need to see their actions matter โ€ข A satisfying โ€œahaโ€ moment โ€“ when everything clicks โ€ข Multiple ways to solve โ€“ creativity over one โ€œrightโ€ answer โ€ข Balanced difficulty โ€“ no massive spikes or dead ends A great puzzle feels like a conversation, not a lecture.๐—”๐—ป๐—ฑ ๐˜๐—ต๐—ฒ ๐—ฏ๐˜‚๐—ถ๐—น๐—ฑ๐—ถ๐—ป๐—ด ๐—ฏ๐—น๐—ผ๐—ฐ๐—ธ๐˜€?โ€ข Clean, responsive controls โ€ข Clear goals โ€ข Mechanics like matching, merging, rotating โ€ข Limits (time, moves, resources) โ€ข Optional hints or boosters โ€ข Rewards that feel earned ๐—ง๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐˜๐˜„๐—ผ ๐—ธ๐—ถ๐—ป๐—ฑ๐˜€ ๐—ผ๐—ณ ๐—ฝ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ฑ๐—ฒ๐˜€๐—ถ๐—ด๐—ป๐˜€:1. Random-based โ€“ like Match-3 (depends on luck) 2. Skill-based โ€“ like Sudoku or The Room (pure logic)๐—ฌ๐—ผ๐˜‚ ๐—ฎ๐—น๐˜€๐—ผ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜ƒ๐—ฎ๐—ฟ๐—ถ๐—ฒ๐˜๐˜† ๐—ถ๐—ป ๐˜†๐—ผ๐˜‚๐—ฟ ๐—น๐—ฒ๐˜ƒ๐—ฒ๐—น ๐˜๐˜†๐—ฝ๐—ฒ๐˜€:โ€ข Regular = steady progress โ€ข […]

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Jobs in Mobile Gaming: April’19

๐ŸŽจ 1166 Jobs in Mobile Gaming ยป 12-19 April ๐Ÿ‘‰๐Ÿป Data from Gamigion.com/jobs ๐Ÿ•บ๐Ÿป Dev ๐Ÿ’ป Art ๐ŸŽจ Product ๐Ÿ“ฑ Marketing ๐ŸŽฏ Business ๐Ÿ’ฐ Data ๐Ÿ“ˆ QA โš’๏ธ Hottest Job of the Week - Fully Remote! Senior Mobile Growth Manager - AppAgent ๐Ÿ‡จ๐Ÿ‡ฟ Founded in 2017, AppAgent is a team of 30+ Strategists, Marketers & Designers from different backgrounds - united by the same passion for Mobile Games. The agency has helped over 150 game publishers, including industry giants such as Supercell, Netflix, Metacore, and Outfit7, reach their full growth potential and unlock creativity. ๐Ÿ’ป Dev VP, Corporate Development Scopely ๐Ÿ‡จ๐Ÿ‡ณ Engineering Manager Scopely ๐Ÿ‡ฒ๐Ÿ‡ฝ IT Systems & Platform Engineer Scopely ๐Ÿ‡ช๐Ÿ‡ธ ๐Ÿ‡ฒ๐Ÿ‡ฝ Senior/Software Engineer Scopely ๐Ÿ‡ช๐Ÿ‡ธ Senior Analytics Engineer Scopely ๐Ÿ‡ช๐Ÿ‡ธ Executive Producer - Scopely ๐Ÿ‡จ๐Ÿ‡ณ ๐Ÿ‡บ๐Ÿ‡ธ Unity Client Engineer - Scopely ๐Ÿ‡ช๐Ÿ‡ธ Senior Director of Engineering - Unannounced […]

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Turkic Game Jam: A Journey of Culture Beyond Lahmacun

Here's a cool story, written by Murat Secilmis. Turkic Game Jam? In April 2025, we hosted the Turkic Game Jam โ€“ an unforgettable event in Ankara that brought together culture, creativity, and Game Dev passion across 5 countries. But did you knowโ€ฆ it all started with a craving for Lahmacun? Yup. This is a 4-year journey that began with a game jam... and a longing for Turkish food. Letโ€™s rewind. 2021 โ€“ Ireland, Lahmacun Withdrawals & a Dream In 2021, I moved to Ireland for 1.5 years. Before leaving, my crew and I at Boxu hosted a farewell game jam: Local Game Jam 1. That event sparked something. I promised myself thereโ€™d be a second, and it would be bigger, deeper, and rooted in culture. Iโ€™ve always been passionate about culture, but living abroad made me truly feel its value. […]

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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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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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