We're always looking for new ideas and solutions, keeping up with trends in game development and sharing our discoveries with each other. If you're interested in hybrid casual and hyper-casual games, we recommend this selection from Evgeny Smirnov, producer of our R&D team, that tests hypotheses about gameplay, marketing and products. These YouTube recommendations will give you a deeper understanding of how different approaches affect CPI, help you explore soft launch strategies and simply provide inspiration. Swipe through the cards and pick what to watch: ▶️ Game CPI: Unlocking the Power of Audience, Art Style, and Reskins: https://lnkd.in/dy6qrJDg ▶️ Softlaunch Sonar #5: More Whiteout survival-like games coming: https://lnkd.in/dDgNH_Yu ▶️ The 4 things it takes to be an expert: https://lnkd.in/dhtd5Jcv
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You probably missed my talk about making games on Roblox at Dogpatch Labs, but I've got you covered! Here's my no-longer-secret design process which helped my games stick out and be played 250,000,000+ times. 🔄 What's a good CORE? Develop a simple idea that I'd like to play. Ensure the core loop is fun and straightforward. 💎 Does it have APPEAL? What type of player would play my game? How can I build it for them and deliver it as soon as possible? 🥇 Is it COMPETITIVE? What similar games exist and what are they doing well? How can I do better? ❗️What's NEW? What new gameplay mechanics can I bring? How will they intertwine with my core loop? How will this affect the game's appeal? How can I make these new mechanics or additions competitive? My thanks to Tim Farrelly and Tom McCarthy for having me.
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🎮 Game Developer Insights Alert! 🚀 Just stumbled upon a fascinating report on Game Developer! 🕹️ According to a survey of 1185 mobile gamers, a whopping 46.3% prefer turning off notifications. 🚫📱 It's a wake-up call for game developers to explore fresh, engaging strategies for gameplay re-engagement and boost mobile game revenue. What re-engagement strategies could be out there that improve ARPDAU and Retention, maybe rewarded play? Agree with this sentiment? Let's discuss! How can we reshape the mobile gaming experience and keep players immersed? https://lnkd.in/emAEz7kk
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Creating Strategies, Games, and Mission-Driven Teams that Address Disruptive Trends w/YOU| TENCENT, EA & Activision | Inventor | Investor
Gameplay footage from 1047 Games Splitgate 2, a game in early Alpha. One of the hardest, probably the hardest, part of creating a game is finding the fun, the spark, as early as possible, and iterating it from there constantly armed with daily playtests and feedback. It looks like the team did just that. Judging from what I have seen thus far, Splitgate 2 can probably be launched today and be successful. With the core loop crystalized, the team can focus time and attention on the following until full launch: ➤ Retention to ensure long term player engagement. ➤ Growing the user base and community ➤ Monetization ➤ Overall long term approach. All these areas, though important, are 2nd fiddle and take the backseat to finding the fun. Can't wait to play.
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Helping Games Grow 🚀10+ years of experience 🎮52 global launched games 📈 User Acquisition 🎯 Marketing Strategy
🚀 Creative trends with 234976 real examples and the top 3 channels for Merge games! An honest guide to winning in the Merge games market. In this article, I will cover 👇 ◾ merge games & mechanics ◾ merge games market overview ◾ Creative trends & creative examples in merge genre ◾ TOP 3 UA channels in merge genre
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Building the first game studio on @farcaster_xyz Farworld Studios Since shutting down @_GamerXYZ 6 weeks ago we've been all-in on farcaster and frames. our first game and flagship IP is called Farworld a monster-collection game with rpg elements. Since launching Farworld 5 weeks ago: - sold out our first 4 nft collections (3 pack drops and 1 mintable achievement). - grown to 5k users on farcaster - launched first game transaction frames here's how users share and reveal packs using our frames But what makes farworld different? Farworld being build with Farcaster and Frames as a core part of gameplay. We're big believers in hyper-casual mobile games, and we believe that building games that are playable completely within social feel feeds is going to be huge. Frames allow develoeprs to build mini-applications within a social-feed. And when you combine this with a decentralized social network, you can unlock entirely new ways for gamers to socialize and play together.
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Backend/Real-time Multiplayer/Live service. 30 years in game development and live services as tech director/project lead/studio manager.
Here is a small spoiler of my presentation at #PGCLondon2024. Because of latency, synchronization can be completely perfect. This is an unavoidable situation when considering our finite reality. Technically, this is an area that cannot be perfectly overcome. Therefore, employing various methods to give all users a sense of fair play is more important. [Fairness gameplay over network latency in real-time multiplayer] https://lnkd.in/dYdkz8RV
Fairness gameplay over network latency in real-time multiplayer | Notion
cosmouniverse-blog.notion.site
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Hey Linkedin, I wanted to start talking about games in the way that I love to talk about, looking at what works. That begs the question, how did Yakuza 7 manage to work when all of the previous 7 games in the series (6 numbered games and even a prequel!) featured drastically different gameplay through Beat-em-up action combat? The main core loop. Sounds simple, but a bit more complex when you look deeper. Yakuza's gameplay loops aren't limited to just combat where you're beating up local baddies with traffic cones and bicycles. Outside of combat, players are engaging with the world through side stories and minigames, which may or may not include fishing, bowling, real estate investment, kart racing, karaoke, and much much more than what I've listed here. All of this culminates to the worldbuilding that is beyond the combat loop of all the games. Yakuza 7 and 8 changes this combat in a complete 180 with a turn-based combat similar to that of Persona 5 or Dragon Quest. Since the character and feel of the game is much similar with the replacement of the battle system, Yakuza's core themes and ideas are still maintained and not dissipated by the new combat. At least now I can go grab a snack, while everyone is waiting their turn to throw a haymaker at each other's faces. Let me know what you think. Are there any games that have done this (for better or for worse)?
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Love the classic Invaders game? Here is one we did for Embrace Mobile - natively integrating their logo and characters into the game layout. As part of the gameplay, players are encouraged to compete for the highest scores which are then displayed on an in-game leaderboard. This invokes a sense of competition and a desire to replay, keeping the player engaged for longer. At the end of the game, players are given a simple and friendly prompt to enter their names, email addresses, and company names for a chance to be listed on the scoreboard. This not only amplifies the fun of the game but also presents an excellent strategy for gathering first-party data. Data sharing is a choice and part of the gaming experience. Players feel more comfortable and willing to provide their information. It's a non-intrusive and enjoyable way to learn more about your user base, turning gaming into valuable data collection strategy. #gamification #firstpartydata #brandengagement
Conquering the cookieless world, with minimum effort, using advergames!
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I help Indie/AA make multiplayer games right | 11+ yrs gamedev (9 multiplayer) | #JustDevIt | Senior Software Engineer @ Unity
Players complain about laggy inputs and reactions in your online game. The good news 👇 Implementing the right network authority model can change that overnight! Few teams have devs with experience in making multiplayer games from the beginning... And laggy gameplay is one of the results. Every multiplayer games has different needs: 1. Depending on the genre 2. Depending on the pace 3. Depending on the usage of physics And many other factors. You'll get smooth, synchronized gameplay only if you'll pick the right authority model and input systems. This is a foundational choice: 🧱 The more you wait, the more expensive it becomes to switch later on. Sometimes the switch is so painful that teams decide to "release anyway", getting huge negative feedback on day 1, and throwing away thousands of $$$ of investment. 💸 Do you really want to take that risk? If not, fix your authority model today. You can spend a couple weeks of development time doing your own research, evaluating all the factors and authority models (client-driven, server-authoritative, etc...) Or you can ask for my help, and use that time to make your game instead 😉 >>>>>>>>>>>>>>>>>>>>>> P.S: I post about Game Development 5x/week. Follow me for more insights🔔 And check the comments for more tips! #JustDevIt #gamedevelopment #multiplayer #netcode #online
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Ready to elevate your focus and agility? Introducing 'Focus Flip' – my revamped take on the classic Schulte Table game! 🎮 With a twist of innovation, I've introduced dynamic grids with randomized numbers. Challenge yourself to click on the generated numbers as fast as you can, enhancing both concentration and speed! 💡 Experience the thrill of interactive gaming and boost your cognitive skills today. Try 'Focus Flip' now and see how sharp your focus truly is! #FocusFlip #InteractiveGaming #CognitiveSkills #Innovation #ChallengeYourself link: 👇 https://lnkd.in/dXXd2t9a The game generates a grid of cells containing numbers from 1 to n, arranged randomly. The objective is to click on the numbers sequentially, starting from 1 and progressing up to n, aiming for the fastest completion time. Clicking on the correct number highlights it in orange, aiding in visual confirmation of correct selections. If an incorrect number is clicked, the cell highlights in green, accompanied by displaying the correct number for guidance. A timer initiates upon shuffling the grid and ceases once all numbers are successfully clicked in sequence. Upon completion, a congratulatory message appears, displaying the time taken to finish the game, celebrating the player's achievement. I intentionally retained the green color scheme to allow users to easily distinguish accidental clicks. This feature enables players to track the number of inadvertent selections made during the game, providing valuable feedback and enhancing their overall gameplay experience.
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