To be successful with F2P games, it's important to have fairly deep technical infrastructure with a number of capabilities: sales & merchandising in particular being a key component. At the GPM (Games Product Managers) Forum event in Vancouver earlier this year, I spoke about my thoughts in terms of … Continue Reading about F2P Sales Best Practices Video by Joseph Kim
Main Content
Latest Post
Featured Posts

“Key Risks” Based Mobile Game Pre-production
Context: Mobile game pre-production teams often focus on the wrong activities. An early focus on playables in software or building a game's … Continue Reading about “Key Risks” Based Mobile Game Pre-production

Emergence of the “Software Artist”
In 1983, a small group of entrepreneurs was hard at work creating a company that would define a new age of digital entertainment. This new … Continue Reading about Emergence of the “Software Artist”
Latest Videos
Colombia 4.0 Conference | Video Games Conference Day in the Life
Ok folks, I spent 5 days at Colombia 4.0 meeting with other guest speakers in video games as well as local video game developers. Want to get a full 5 day conference experience in less than 40 minutes? Meet with video games executives and local developers and find out more about the video games scene […]

Product Management at Riot Games | Paul Belezza on the Origin of Riot and Team Fight Tactics
What a journey! Paul Bellezza responded to a Craigslist ad for a humble games start-up called Riot Games in Los Angeles as Employee #6 in 2006. Since then, he’s lived through the meteoric rise of Riot Games and the massive growth of the company from the game League of Legends. Paul serves as Product Manager: […]

The Making of Star Trek Fleet Command with Scopely’s Steve Huff (GM) and Henry Lowenfels (SVP of BD)
Scopely recently launched Star Trek Fleet Command, a mobile F2P game from developed by DIGIT Game Studios. Today we spoke with Steve Huff, the game GM, and Henry Lowenfels, SVP of Business Development, about the origins behind the game and its future. Content Outline: 2:30 What kind of game is STFC and what kind of […]
Game Design

How Idle Heroes made $100M
In June of 2016, little known Chinese publisher DroidHang Games (aka “DH Games”) launched Idle Heroes, an auto-battle RPG with very heavy Asian metagame design influence. Although seemingly unremarkable at … [Read More...] about How Idle Heroes made $100M

F2P Game Design: Gameplay vs. Systems vs. Social
Overview This post focuses on three primary forms of F2P game design: gameplay, systems, and social. The console and PC world are currently dominated by a "units sold" business with emphasis on gameplay focused … [Read More...] about F2P Game Design: Gameplay vs. Systems vs. Social

“Key Risks” Based Mobile Game Pre-production
Context: Mobile game pre-production teams often focus on the wrong activities. An early focus on playables in software or building a game's core loop may be useful but not the best approach. Any team with … [Read More...] about “Key Risks” Based Mobile Game Pre-production
Analytics

2016 Mobile Gaming Trends Report: Key Take-aways
SEGA Networks (mobile operating division of SEGA) partnered with Sensor Tower this year to present the 2016 Mobile Gaming Trends Report. The report covers the overall and category-focused mobile gaming industry … [Read More...] about 2016 Mobile Gaming Trends Report: Key Take-aways

Design & Implementation of Mobile Analytics
There is a better way to make your mobile analytics far more effective and to dramatically reduce your integration time! Further, I illustrate how the best person to manage analytics not only understands metrics … [Read More...] about Design & Implementation of Mobile Analytics

Introduction to Mobile Analytics & Reporting
I recently spoke as a panelist at the MG West conference on mobile game analytics and after the panel was very surprised by how few companies and people in the industry seemed to know about analytics overall as well … [Read More...] about Introduction to Mobile Analytics & Reporting
Monetization

F2P Sales Best Practices Video by Joseph Kim
To be successful with F2P games, it's important to have fairly deep technical infrastructure with a number of capabilities: sales & merchandising in particular being a key component. At the GPM (Games Product … [Read More...] about F2P Sales Best Practices Video by Joseph Kim

12 Critical Mobile Monetization Concepts (Part 1 of 3)
Are you ready to level up your mobile app monetization? Context: In October of 2011, an article about DeNA included a number of key mobile monetization insights: High Ass ARPU: Claimed $12 ARPU (average revenue … [Read More...] about 12 Critical Mobile Monetization Concepts (Part 1 of 3)

The World Doesn’t Need Another Card Battle Game (Gamasutra)
Guys, it's not 2011: The world does not need another card battle game. Cruising around at the latest Pocket Gamer event last night, within 1 hour I randomly bumped into different folks from 3 different companies … [Read More...] about The World Doesn’t Need Another Card Battle Game (Gamasutra)
Development

Building a Successful Team through Determined Optimism: Winners vs. Whiners
Some of the philosophies and lessons I've learned from my life experience don't have scientific backing but I have come to absolutely believe in through real world experience. More specifically, building a … [Read More...] about Building a Successful Team through Determined Optimism: Winners vs. Whiners

“Key Risks” Based Mobile Game Pre-production
Context: Mobile game pre-production teams often focus on the wrong activities. An early focus on playables in software or building a game's core loop may be useful but not the best approach. Any team with … [Read More...] about “Key Risks” Based Mobile Game Pre-production

Destructive Executives and the “Giant Spider” Problem
Introduction Steve Jobs was famous for creating some of the most successful products ever built. He made significant, positive impacts on the the product teams and with product decisions. However, with many … [Read More...] about Destructive Executives and the “Giant Spider” Problem
Retention

The “Strange Attractor” in Video Game Design
Context Before gameplay, mechanics, monetization, or any other key design consideration, a new video game design needs to consider the most important aspect of all: a good concept. Feature film screenwriter … [Read More...] about The “Strange Attractor” in Video Game Design

The Compulsion Loop in Game Design Explained
A man can surely do what he wills to do, but cannot determine what he wills. - Arthur Schopenhauer John Hopson introduced the concept of the compulsion loop applied to video games as early as 2001. Since then, … [Read More...] about The Compulsion Loop in Game Design Explained
Product Management

Product Management at Riot Games | Paul Belezza on the Origin of Riot and Team Fight Tactics
https://youtu.be/FMXz5Z1cfoo What a journey! Paul Bellezza responded to a Craigslist ad for a humble games start-up called Riot Games in Los Angeles as Employee #6 in 2006. Since then, he's lived through the … [Read More...] about Product Management at Riot Games | Paul Belezza on the Origin of Riot and Team Fight Tactics

Mobile Game Product Manager Victor Wang of NBCUniversal | Jurassic World Alive F2P PM Interview
https://youtu.be/pQ1o8YKiTxk Learn more about Mobile Games F2P Product Management from Victor Wang who is a PM on the hit F2P game Jurassic World Alive. Content Outline: 1:18 What Does a F2P Product Manager … [Read More...] about Mobile Game Product Manager Victor Wang of NBCUniversal | Jurassic World Alive F2P PM Interview
Recent Comments