Rewarded ads are one of hottest topics in mobile gaming industry. They can bring additional stream of revenue, although they can destroy the gameplay too. How to do it well? Presentation based on examples.
Soft launching a game - from dev and marketing perspective. TapTap Games case...GameCamp
How to so soft launch of a game? How to work with this from marketing and development perspective? How to use gaming data to make decision? Presentation based on TapTap Games case study
Data driven automated actions AI and machine learningGameCamp
How to use AI and Machine learning in games in order to maximize every user potential and increase retention. Showing examples of fully automated tailored offers that increase IAP LTV and smart cross promotion.
Creating truly player-centric games - how we do it at Kolibri Games?GameCamp
Kolibri Games (formerly Fluffy Fairy Games) is most known for “Idle Miner Tycoon”, one of most successful idle games in the world. What made it a success? How we grow our business now? How we use data and gather user's insights to improve monetisation and business results? Presentation based on examples.
Google play instant - impact on games KPIs. InnoGames case studyGameCamp
How Google Play Instant technology could impact your games KPIs. Is this really a golden solution? Based on real data from internal and clients projects. Experience coming from InnoGames case study
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
Practical learnings from Huuuge Games' experience at Facebook creatives. What worked for us what did not. How Facebook creatives should be different than Google creatives? Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
Soft launching a game - from dev and marketing perspective. TapTap Games case...GameCamp
How to so soft launch of a game? How to work with this from marketing and development perspective? How to use gaming data to make decision? Presentation based on TapTap Games case study
Data driven automated actions AI and machine learningGameCamp
How to use AI and Machine learning in games in order to maximize every user potential and increase retention. Showing examples of fully automated tailored offers that increase IAP LTV and smart cross promotion.
Creating truly player-centric games - how we do it at Kolibri Games?GameCamp
Kolibri Games (formerly Fluffy Fairy Games) is most known for “Idle Miner Tycoon”, one of most successful idle games in the world. What made it a success? How we grow our business now? How we use data and gather user's insights to improve monetisation and business results? Presentation based on examples.
Google play instant - impact on games KPIs. InnoGames case studyGameCamp
How Google Play Instant technology could impact your games KPIs. Is this really a golden solution? Based on real data from internal and clients projects. Experience coming from InnoGames case study
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
8 Types of mobile game and app creatives you should tryGameCamp
Over that past three years, we have worked with around 80 apps and tested approximately 8,000 different videos. From this, we’ve been able to recognize and define the characteristics of certain types of concepts that frequently perform well. We have also seen these concepts work for specific app categories.
In this presentation, we would like to share our typology and discuss the game categories where we’ve seen these specific concepts perform particularly well. We hope this may help in building or improving the testing plan for your game and, as a consequence, achieve better results in UA.
Presentation done by Adam Turowski, Co-Founder of Miri Growth at GameCamp webinar: https://youtu.be/yg7aPWmyz2o?t=396
Facebook's and Social Creative Best Practice that worked for HuuugeGameCamp
Practical learnings from Huuuge Games' experience at Facebook creatives. What worked for us what did not. How Facebook creatives should be different than Google creatives? Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
3 lessons from 9 years of locomotive offers: Data based user segmentation and...GameCamp
How did TrainStation evolve from simple offers to automated personalized monetisation systems? How to combine using data, design insights and community outreach to create the most compelling offers for players? How do we integrate that information with content creation and automation? Presentation based on practical examples.
Mobile Ad Monetization for Games | Christian CalderonJessica Tams
Delivered at Casual Connect USA 2016. Ad monetization is a relatively mysterious activity for most startups, and has become increasingly more important for a majority of developers these days. Ketchapp has launched hundreds of titles that have been played by over 500 million people around the world. Join this session with Ketchapp's chief revenue officer Christian Calderon to discover how startups can be more effective in their monetization strategies.
Game On: Pro Tips and Winning Strategies for Conquering Gaming App MarketingTUNE
Mobile gaming is sky-rocketing by millions of players each year, with more than 180 million gamers in 2016 already. This presentation unveils tips and tricks of mobile gaming mastery, straight from the pros: Christian Calderon, Chief Revenue Officer of Ketchapp; Greg Dale, Product Marketing Manager at Chartboost; and Tim O’Neil, Global Head of Mobile Gaming at TUNE. Whether you are a game developer or marketer, check it out to learn:
- Simple techniques to acquire new users
- How to make your app stand out among other mobile games
- Effective ways to engage and re-engage your audience
Playable ads. How to make it right and what mistakes to avoid?GameCamp
How to get out most of Playables? Presentation is showing how to do it right based on Wooga examples and case studies from different games. Learnings from different creatives and process to create those creatives.
Nadav Ashkenazy - Casual Connect Europe 2018ironSource
ironSource VP Nadav Ashkenazy spoke at the most recent Casual Connect Europe conference in London. Discussing everything from the benefits of rewarded video to supercharging game revenue while preserving and even improving user experience. Check out the deck from his presentation titled "The Ins and Outs of Ad Monetization: How Choosing the Right Ad Format can Supercharge your Game Revenue".
Creative testing: art or science? Learnings from Bidalgo data, framework and ...GameCamp
How designers should work with data people? What is good approach to test creatives? Bidalgo is sharing learnings from its data, case studies and cooperation with clients.
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
Enhancing user experience with rewarded ad monetizationironSource
App monetization shouldn’t come at the expense of user experience. In fact, when done right, it can actually enhance both user engagement and enjoyment. In this presentation, originally presented by Tal Shoham at Casual Connect Kyiv, learn actionable ways to improve ad engagement and usage rates, and how to better understand The Golden Ratio of ads within your app. Understand how the virtuous cycle of monetization can turn your app into a successful, sustainable business (with happy users).
A hands on approach towards AdMob mediation. How to test different configuration, optimize watterfalls. Presentation based on real examples and case studies
How To Maximise ROI With Creative OptimizationironSource
Linh Le, Kongregate's Senior Marketing Manager speaking at our Developer Series at China Joy 2017 on how best to use creative optimization to supercharge UA efforts for developers.
How to create good BI for UA activities? How we did it at Pixel Federation? How we structure our systems and our teams? What we can say based on our experience? Presentation run by Michal Grno at 8th edition of GameCamp (www.gamecamp.io).
Quick to Market – 1 Game Every 8 Weeks | Jesse DivnichJessica Tams
Delivered at Casual Connect USA 2017. How three AAA Developers Plan To Disrupt the F2P Mobile Market For Indie Devs: We aim to disrupt the mobile market by creating games that look and feel like they had a much longer development cycle than our self-imposed 8 weeks. To achieve these goals, we need to compact everything in a much shorter period. Discover our milestones, creative, monetization, QA and localization strategies, each necessary to achieve these results.
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013Brian Sapp
PLEASE NOTE: This presentation contains animations not viewable on SlideShare, please email me for the full version.
The rapid growth of free to play mobile gaming has brought about an ever increasing level of sophistication in game design, and increased competition to retain users. Understanding proper game design has become more important then ever. In this talk, we'll take a closer look at the do's and don't for building successful F2P mobile games, from the tutorial, to the game play, to the purchase point, every aspect of design is an opportunity to win or lose a user.
Mobile Ad Monetization for Games | Christian CalderonJessica Tams
Delivered at Casual Connect USA 2016. Ad monetization is a relatively mysterious activity for most startups, and has become increasingly more important for a majority of developers these days. Ketchapp has launched hundreds of titles that have been played by over 500 million people around the world. Join this session with Ketchapp's chief revenue officer Christian Calderon to discover how startups can be more effective in their monetization strategies.
Game On: Pro Tips and Winning Strategies for Conquering Gaming App MarketingTUNE
Mobile gaming is sky-rocketing by millions of players each year, with more than 180 million gamers in 2016 already. This presentation unveils tips and tricks of mobile gaming mastery, straight from the pros: Christian Calderon, Chief Revenue Officer of Ketchapp; Greg Dale, Product Marketing Manager at Chartboost; and Tim O’Neil, Global Head of Mobile Gaming at TUNE. Whether you are a game developer or marketer, check it out to learn:
- Simple techniques to acquire new users
- How to make your app stand out among other mobile games
- Effective ways to engage and re-engage your audience
Playable ads. How to make it right and what mistakes to avoid?GameCamp
How to get out most of Playables? Presentation is showing how to do it right based on Wooga examples and case studies from different games. Learnings from different creatives and process to create those creatives.
Nadav Ashkenazy - Casual Connect Europe 2018ironSource
ironSource VP Nadav Ashkenazy spoke at the most recent Casual Connect Europe conference in London. Discussing everything from the benefits of rewarded video to supercharging game revenue while preserving and even improving user experience. Check out the deck from his presentation titled "The Ins and Outs of Ad Monetization: How Choosing the Right Ad Format can Supercharge your Game Revenue".
Creative testing: art or science? Learnings from Bidalgo data, framework and ...GameCamp
How designers should work with data people? What is good approach to test creatives? Bidalgo is sharing learnings from its data, case studies and cooperation with clients.
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
Enhancing user experience with rewarded ad monetizationironSource
App monetization shouldn’t come at the expense of user experience. In fact, when done right, it can actually enhance both user engagement and enjoyment. In this presentation, originally presented by Tal Shoham at Casual Connect Kyiv, learn actionable ways to improve ad engagement and usage rates, and how to better understand The Golden Ratio of ads within your app. Understand how the virtuous cycle of monetization can turn your app into a successful, sustainable business (with happy users).
A hands on approach towards AdMob mediation. How to test different configuration, optimize watterfalls. Presentation based on real examples and case studies
How To Maximise ROI With Creative OptimizationironSource
Linh Le, Kongregate's Senior Marketing Manager speaking at our Developer Series at China Joy 2017 on how best to use creative optimization to supercharge UA efforts for developers.
How to create good BI for UA activities? How we did it at Pixel Federation? How we structure our systems and our teams? What we can say based on our experience? Presentation run by Michal Grno at 8th edition of GameCamp (www.gamecamp.io).
Quick to Market – 1 Game Every 8 Weeks | Jesse DivnichJessica Tams
Delivered at Casual Connect USA 2017. How three AAA Developers Plan To Disrupt the F2P Mobile Market For Indie Devs: We aim to disrupt the mobile market by creating games that look and feel like they had a much longer development cycle than our self-imposed 8 weeks. To achieve these goals, we need to compact everything in a much shorter period. Discover our milestones, creative, monetization, QA and localization strategies, each necessary to achieve these results.
How UI Impacts Engagement and Monetization in F2P Mobile Games - Apps World 2013Brian Sapp
PLEASE NOTE: This presentation contains animations not viewable on SlideShare, please email me for the full version.
The rapid growth of free to play mobile gaming has brought about an ever increasing level of sophistication in game design, and increased competition to retain users. Understanding proper game design has become more important then ever. In this talk, we'll take a closer look at the do's and don't for building successful F2P mobile games, from the tutorial, to the game play, to the purchase point, every aspect of design is an opportunity to win or lose a user.
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
Tips on ASO & Ad Monetization - Fiona Shih | Animoca BrandsFiona Yu-Chun Shih
- Checkpoints on ASO, timing on Ad Monetization and our case studies from Crazy Defense Heroes
- "How to Create a Hit Game" event in Shenzhen, China (May 2019) by Google AdMob x Mintegral x Avid.ly
It's an A.R.M.'s Race (Acquisition, Retention and Monetization in Mobile Gaming)Betable
Tapjoy's Brian Sapp gave this presentation at the SF Game Monetization meetup. If you're in San Francisco, join the meetup to see more presentations like this:
http://www.meetup.com/SFGameMonetization/
Be sure to thank Brian for letting us publish this by tweeting him at @sappalicious (http://twitter.com/sappalicious)
Gamification of User Engagement ProcessTouseef Ikram
This presentation is about understanding Gamification. I presented this in 3rd Annual Digital Marketing conference DigiMark2014. It explains how games engage audience in doing repetitive tasks and take pleasure out of it. It also share some stats and example projects of giant companies using gamification. It also explains different concepts associated with gamification like extrinsic and intrinsic motivation, dopamine cycle, SAPS framework, Octaylsis framework.
BTW I also have left the slide notes intacts. Hope it helps you some way.
Surviving the challenge of self publishing online games vincent vergonjeanneMary Chan
The digital revolution has deeply transformed the video game industry by allowing many studios to self-publish their games. But the reality and the difficulty of building a profitable "free-to-play" game is hitting a lot of studios. I will share with you some best practices that I learned while building Kobojo, one of the French leader in social gaming, and EVERYDAYiPLAY, a leading Mid-Core gaming company based in Krakow, Poland
Intended audience & prerequisites: Game Designers & Marketing team to understand how distribution & game design are tightly coupled in the world of Free 2 Play
Session takeaways: Practical insights to better prioritize the tasks to do before and after your launch and optimize the chance of success of your game
Startup DNA: the formula behind successful startups in Silicon Valley (update...Yevgeniy Brikman
[Updated May 5, 2017] "Successful startups are all alike; every unsuccessful startup is unsuccessful in its own way." These are my personal observations on a few traits that make startups successful. You can find a video of the talk at https://www.youtube.com/watch?v=z_D9oXCK2lM and the book at http://www.hello-startup.net/.
Reverse Chaos Method of Requirements Prioritisation Gena Drahun
Practical method of requirements prioritisation based on the Statistics of Product Success from Chaos Manifesto from Standish Group.
+ As bonus some thoughts and clarification of the definition of Minimum Viable Product and Minimum Viable Feature.
Presentation for UX Camp Amsterdam 2015, 9 September 2015.
Similar to Rewarded ads: good and bad approaches. How we approach rewards ads to increase monetisation and gameplay? (20)
Practical approach to creative testing and creative optimisation at Google UA...GameCamp
Presentation delivered by Jussi Napuri from Rovio at one of GameCamp webinars (www.gamecamp.io) dedicated to topics of creative testing and creative optimisation.
During the session Jussi covered best practices they use at Rovio to optimise creatives on Google Ads + what to keep in mind. Additionally he will share what creative learnings they get from Google Ads to use elsewhere, and vice versa And finally how to approach ad groups and testing creative themes.
Creativity and science behind creative testing. creative testing framework an...GameCamp
Presentation of Claire Rozain (from Product Madness) delivered at one of GameCamp webinars dedicated to Creative testing and optimisation (www.gamecamp.io).
How to combine creative and data approach in creative testing? How to make it as the process and learning loop and not one-off? Presentation based on examples and learnings from different campaigns and traffic sources.
Blog of Claire Rozain: https://ClaireRozain.fr.
How to boost your ASO with data analytics?GameCamp
Presenation of Marek Pasieczny from Gamesture at ASO GameCamp webinar.
No matter if you optimize your paid or organic traffic, even simple data analysis is a must in today's world of App Store Optimization. The best conclusions come from the most creative approaches, i.e. those that allows you to save some time and make the right decisions. I'll give you 3 examples of ASO data analytics in practice.
Building the BI system and analytics capabilities at the company based on Rea...GameCamp
Building the BI system and analytics capabilities at the company. How we built it and grew its capabilities?
How we developed our analytics capabilities? What was easy, what was more difficult. Preparation, process step by step. Presentation from GameCamp webinar: http://www.gamecamp.io/events/webinar-growing-measurement-capabilities-of-gaming-and-apps-company/
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Ad-hoc tasks in the Data Scientist team based on Outfit7 exampleGameCamp
Different types of ad hoc analyses that we are doing at Outfit7. How do we work on them? What tasks are we trying to automate, which ones staying manual? Presentation delivered by Sara Krk, Senior Data Scientist from Outfit7 at 8th edition of GameCamp
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
Strategic and operational approach. Learnings taken from Huuuge Games campaigns. Which best practices I saw especially important, which ones can be skipped? Presentation delivered by Itay Milstein, Head of Growth from Huuuge Games at 8th edition of GameCamp (www.GameCamp.io).
Scaling UA activity - the challenges of growthGameCamp
What to look out for when trying to scale up the user acquisition. What metrics to choose, how to approach this topic, what to measure and how to decide if we are successful or not. Presentation run by Lukasz Kwiecien, Head of Marketing of Gamesture at 8th edition of GameCamp (www.GameCamp.io).
Growth Strategies: Lower Your CPI by Implementing ASO into UA Workflow.GameCamp
To have a sustainable, repeatable and balanced Acquisition Strategy you’ll need to think of it as system of compounding loops. And although the Paid Acquisition loop (UA) is crucial part of it, ignoring the Organic Acquisition loop (ASO) might mean the difference between a game that generates 7-figures or 8-figures revenue per year. Presentation based on examples and case studies. Presentation delivered by Erik Hegely, Head of Growth of Pixel Federation at 8th edition of GameCamp (www.GameCamp.io).
Growth trends in mobile gaming based on the dataGameCamp
What Growth trends can we see in different gaming genres and in different countries? How Organic and Paid is behaving in Growth? Based on the Google and industry data. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Using Data Science for Behavioural Game DesignGameCamp
In this talk, the speaker shows how data science and behavioral science can help to design better games, increase retention, and in-app purchases, and achieve viral growth. Presentation delivered at 8th edition of GameCamp (www.GameCamp.io).
Learnings and insights from Benchmarks+. Performance Insights for 1.2bn Month...GameCamp
GameAnalytics shares global gaming trends surfaced from the Benchmarks+ platform. Their analysis spans more than 88,000 games, 150 million transactions, 1.2 billion players and 16 billion sessions on average each month - with performance insights dating back to 2016. Expect to learn the latest industry trends for core engagement and monetization KPIs like retention, session length, ARPPU and conversion across all major genres and sub-genres, now including aggregated insights for the top 5%, 10%, and 20% of market performance. This is one of the most detailed pieces of gaming analysis currently available for developers, studios and publishers of all shapes and sizes.
In-app offers monetization from basics to advanced technics based on Crazy Pa...GameCamp
From simple user segmentation to a complex interconnected system, we will follow Crazy Panda`s progress in developing personalized monetization. The key message of the session is not only about when or who to show those offers to, but also about how to make them truly personal. Presentation delivered by Ivan Kozyev, Head of Analytics of Crazy Panda at 8th edition of GameCamp (www.GameCamp.io).
Building cost-effective mobile product & marketing app analytics based on GCP...GameCamp
Ever wondered whether it makes sense for your company to build your own app analytics stack? This session will feature a case study about us doing just that, using tools like Google Firebase, BigQuery, and Data Studio. Martin Jelinek guided the audience through the whole process, including the initial decision making (why we chose to build, what tools to use), execution (events and metrics definitions, implementation and testing, cost control), and a final evaluation of pros and cons of such an approach & our learnings. Presentation run by Martin Jelinek (www.appagent.co) at 8th edition of GameCamp (www.gamecamp.io)
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...GameCamp
Session about experience of Creative Mobile in A/B testing game creatives on Google Play with their mobile title ZooCraft: Animal Family. Optimization Tips and Tricks for Early 2020 and ASO loop as they see in their company. Presentation delivered by Denis Larionov and Serg Kharchenko at 8th edition of GameCamp (www.gamecamp.io).
Enabling the growth of the game through performance marketing in 2020GameCamp
Every year performance marketing is changing and with it, growth strategies. This session covers in this topic, at the beginning some of the general rules in today's market and how to grow a game profitably through performance marketing channels and what are the most important metrics to keep in mind. In the next part, we will connect those growth metrics with signals which can be given to the Product/Game teams to help make good decisions. Presentation is be based on activities that Nordeus is doing to achieve such goals. Presentation delivered by Andrej Kugonic at 8th edition of GameCamp (www.GameCamp.io)
Which markets you should focus on in mobile gaming? Where is the highest LTV versus CPI. Based on Google data. Abstract from presentation from 7th edition of GameCamp
LTV measurement and multi-touch attributionGameCamp
Can multi touch attribution models help you increase the LTV of your campaigns? How should you split the credit for revenue generated by users who saw multiple ads? What is easy what is more difficult?
Big Problem, BigQuery: User Feature Engineering in Event-driven AnalyticsGameCamp
How to find best predictor of good LTV in a game (feature/event in a game) ? What is needed for good feature selection? How to construct and aggregate data well? How it can be used in practical way? Strategic and operational approach.
Optimising user acquisition through LTV predictionGameCamp
Have you ever burnt money on unprofitable UA? Was there an opportunity to scale that you missed? Identifying potentially long-term profitable campaigns as soon as possible using LTV prediction can double or triple profits of the mobile game. In this talk, we will look at how to effectively reallocate user acquisition investments early in campaigns’ lifetime using Machine Learning. We will shed light on some of the challenges game studios face when building a fully automatic LTV prediction pipeline for games with investment optimisation in mind.
3. Rewarded Ads: The Marriage of
Engagement and Monetization
Nathaniel Barker
4. Nate Barker
Director of Business
Development at Kolibri Games
New York University Alumnus.
Marketing at Disney Mobile and
Linekong Interactive.
Evangelist at Chartboost.
7. • Small team
• Find concept /
core mechanic
• Playable
version
• Test & iterate
8 weeks
1. Start
Product Manager
Engineer
Designer
Artist
2. Minimum
product
???
• Everyone in the
company
• Is the gameplay
fun?
• Fixing bugs
3. Internal
Testing
Our process
• Early day
retention
• Organic
downloads
• Rating & user
feedback
4 weeks
4. External
Testing
• Add team
members
• Build more
features
• Scale with user
acquisition
5. Scaling Up
forever
Game Team
8. Building a minimum viable product
Basic mechanics Rough graphic concepts Iterating on graphics,
mechanics, balancing
Finalizing UX, graphics,
mechanics, balancing
9. Released Idle Miner Tycoon
in July 2016
Polishing and expanding the game
with more than 120 updates.
LiveOps or “Games as a service”
12. Casual / Hyper Casual
Strong social mechanics
Meta Game
Long-term retention
Easy to pick up
Easy to play
Mid-core
Idle
Short sessions
Quick progress/success
Player Friendly Ad Monetization
The Idle Genre
20. IdleDollar
Pro Tip:
The second most popular ad placement
Important for driving “first impression”
Familiarizes players with rewarded video
When you come back to the game and gain
Idle Cash, you can watch an ad to get double
the amount of Idle cash (currency earned while
not playing)
25%
Engagement!
21. AdBoost
Pro Tip:
Most popular ad placement
Users watch many of these in one sitting
Can boost for up to 40 hours
Watch an ad to double your income in the
mine for 5 hours (stacking bonus)
22. SellManager
Pro Tip:
Not super popular
Normally you can sell a manager for 50% of
their original purchase price. If you watch and
ad, you can sell them for 100% of the original
price (you get all the money back)
23. MineRegionAdSkip
Pro Tip:
Low over-all engagement, but high number of
views per engaged user
Stacks (but not all the way)
When you select a barrier for removal, you can
watch an ad to reduce the time needed for the
barrier to go away. Mine region means the
shafts that will become available once you
remove the barrier.
24. FreeSuperCash
Pro Tip:
Less popular over-all
Few ads watched per user
Can disrupt in-game economy if done wrong
Watch an ad to receive hard currency (as
opposed to soft currency normally delivered)
Can only be used every 3 Hours
14%
Engagement
rate