Introduction If you played any mobile games during the months of March or April 2019, you likely saw an ad (or twenty) for a game called Raid: Shadow Legends (from Israeli developer Plarium, of Vikings: War of Clans and Lost …
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Introduction If you played any mobile games during the months of March or April 2019, you likely saw an ad (or twenty) for a game called Raid: Shadow Legends (from Israeli developer Plarium, of Vikings: War of Clans and Lost …
Read MoreThe topic of Spend Depth comes up often with my free-to-play, mobile game clients, so I thought I’d share some high-level thoughts on the topic. To start, spend depth means exactly what you think it means- the depth of spend that is possible in your game, …
Read MoreThis is the third part in a multi-part series discussing best-practices in product management and analytics for mobile games. Game Analytics Part I: DON’T Measure Everything Game Analytics Part II: Just Track These 6 Behaviors Standard disclaimer: As before, this …
Read MoreThis is the second part in a multi-part series discussing best-practices in product management and analytics for mobile games. In the previous post, DON’T Measure Everything, I broadly espoused the advantages of the ‘simpler is better’ approach when applied to …
Read MoreIt’s no secret that turning a profit in F2P mobile games isn’t easy these days, and not only due to fierce competition. The modern mobile game service is an intimidating construct with many moving parts – branched code, staged builds, …
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