Author profile

Sarah Impey

Content Creator at GameAnalytics
6 min read
#Ads & Monetization

A Game Developers’ Guide to Playable Ads

Playable ads have become more and more popular in the last couple of years. According to eMarketer, 28% of ad agency professionals in the US think playable ads are the most effective format out there. So what makes a great playable? And what steps should you take when making your own? We look at that, and more, in this blog. But before we dig in, let’s go over the basics. Playable ads – the basics Playable ads are exactly what they sound like – adverts you can play. Similar to free demos, they let you try out an app or game before you commit to downloading it, rather than just watching a video or looking at an image. What makes a great playable ad Playable ads are generally only a minute or so long. And if you’ve done any research...
Rovio GameCamp Presentation
10 min read
#Ads & Monetization

Customizing Rewarded Ads using Machine Learning – Lessons from Rovio

A couple of months ago, we had the pleasure of attending Google’s GameCamp, which was filled to the brim with gamedev content delivered from the best and brightest in mobile gaming. While there, Elif Büyükcan, the Business Intelligence Director at Rovio Entertainment, shared with us how they’ve been using rewarded ads in their games. We’re here to report on their story, and what you can learn from them. Elif’s main message was this:  “Getting your monetization model right is incredibly important. It takes a lot of time, thought and testing. You need to be constantly measuring, learning and adapting. This makes machine learning (ML) and artificial intelligence (AI) your best friends.” And today, we’ll go through everything we learned from their talk (specifically about machine learning), including: The process Rovio use to hone their monetization models, a case study of...
Grindstone
6 min read
#Game Deconstructions

Lessons from the 9 Best Mobile Games of 2019: Part Two

Welcome back to our series on what we can learn from the best games of 2019. And how the big trend has been simplicity. So far we’ve focused on storytelling and choices in games. But for this post, I’ll be going over my top three favorite titles of 2019 (which are more casual games), and what we can learn from them. In the wrong place? Head back to part one, or skip ahead to part three. 4. Grindstone Developer: Capybara Games Release date: 19th September 2019 Available on: iOS Price: Free with Apple Arcade Genre: Casual | Puzzle game A puzzle game with a twist In Grindstone, you draw a line through coloured enemies who sit in a grid. Doing this gets you gems. It’s similar to games like Candy Crush. But it’s so much more. First, you’re a mad...
7 min read
#Game Design

Bam, Splat, Kapow: How to use Sound Effects to bring your Mobile Game to Life

It goes without saying that to make your mobile game successful you’ve got to have great visuals. They don’t necessarily need to be super sophisticated or complicated – but they’ve got to look good. So once you’ve sorted out your gorgeous gameplay, you might be tempted to sit back and relax. But there’s something else you shouldn’t forget – the sound. We’ve already talked about the importance of getting music right (and how to use it as a core mechanic). So in this post, we turn our attention to sound effects, and how simply adding these can make a real difference to gameplay. Are sound effects really that important? Yes. Sound effects are crucial for adding atmosphere and building emotion. If your player is walking through a scary, damp cave, for example, some dripping water sounds or distant footsteps can...
6 min read
#Game Design

Making Hit Idle Games Event – Homa Games, Kolibri & GameAnalytics

It’s been a couple of months since our first event back in June, but the Arcade R(E)volution is back, and this time we focused on the idle genre. Accompanied by publishing giants, Homa Games, and Idle experts, Kolibri, we presented an evening full of insights, stats, stories, advice, and lessons. All on how to create hit idle games. If you made it that evening, brilliant! Thanks so much for coming. And if you sadly missed it, no worries. We recorded the entire evening, saved the decks, and put together some key takeaways. So you can get the low-down on what’s happening in the idle world, all of which you can find below. But before you dig in, we just wanted to share some information with you about the Arcade R(E)volution, and when you can expect to find the next one…...
10 min read
#Marketing & Publishing

Apple Arcade: What This Really Means For Mobile Game Developers (Updated)

Editors note: We originally published this earlier this year when Apple Arcade was originally announced. As promised, we’ve updated this post with the latest info about Apple Arcade (latest update October 11th 2019). Updated text will be in italics.   A lot has happened since we last reported on Apple Arcade – the launch has finally happened, games have been confirmed, and we’ve had a taste of what’s to come. To keep you guys up-to-date with what’s going on, here are a few things that have come to light since April 2019, and what this means for mobile game developers. Here’s what we cover (feel free to skip to something in particular, if you’d like): Will Apple Arcade be an industry shake up? What we know about Apple Arcade so far What this means for developers Some useful resources Will Apple...
7 min read
#Game Design

4 Steps When Using Music To Support Game Narrative

Psst… This blog belongs to a series of blog posts, all about music in gaming. And in case you missed it, you can find our last one here: Using Music As A Core Mechanic. If I asked you to hum the theme tune to a game right now, which one would you pick? Super Mario Bros? Zelda? Even casual gamers could probably come up with something (probably Tetris). My point is that you could do it – that’s because music in games plays an important role in creating atmosphere and supporting the narrative. And mobile games are no different. A good theme tune can improve players’ experiences by setting the mood and making it memorable. Let’s have a look at a couple of games which are really nailing the music. Oxenfree is a great example of well-executed music in gaming....
8 min read
#Mechanics & Features

Using Music As A Core Mechanic: Insights from Amanotes

Just like gaming, music in itself is its own career and specialty. And unless you’ve studied both gaming and music in your life, then combining the two together can be seen as a massive challenge. So for this post, we’ve spoken to music gaming industry specialists, Amanotes, about the key steps and top tips developers should know when making their own music games. (This will be the first of a series – watch this space for our next blog on music in gaming). If you want to skip to a specific section, feel free to do so here: Why use music as a core mechanic? Different ways you can use music as a core mechanic Things to keep in mind when making your game Useful resources Now that introductions are out the way, we’ll let Amanotes take the mic. Why...
7 min read
#Guides

A Game Developer’s Guide To Google Stadia

Google has recently dropped some new juicy info. We now know a little bit more about what this platform will bring to the world of gaming. So in this blog post, we try our best to answer some of those all-important questions: Does Stadia have what it takes to really shake up the gaming industry? What do we know so far? And what does this mean for mobile game developers? So, what do we know so far? Since March 2019 (when they first announced Google Stadia), a lot of us have been left in the dark into what is to come with this new service. Thankfully, there’s been a few updates since: Google Stadia will only be available on the Google Pixel Sorry Apple (and pretty much every other mobile provider), but Google has announced that they plan on only...
5 min read
#Marketing & Publishing

Studio Spotlight: Lessons From Goodgame Studios

Thanks for sitting down and chatting with us today. Before we get started, are you able to give us a brief history of Goodgame Studios? Of course. The Wawrzinek brothers (Kai and Christian) and their friend Fabian Ritter founded Goodgame Studios back in 2009. Within the first year, the studio launched 3 games, and quickly grew to around 100 employees. We’re amazed at how successful our games have been these past few years. In 2012, our free-to-play real-time strategy game, Goodgame Empire, received a European Games Award in the “Best Browser Game” category. And in that time, we also hit our first ever milestone – 100 million players. 5 years later, we reached yet another milestone as we generated $800 million in revenue (yes, we definitely popped open a bottle of champs). Our most recent news would be our acquisition...
Gaming Subscription Feature Image
7 min read
#Ads & Monetization

Could A Subscription Model Work For Your Mobile Game?

These days, subscriptions are everywhere. Music, films, TV, food delivery – you can even learn a new language with a subscription. Publishers have been predicting that Netflix-style subscription gaming will take off for a good few years now (this 2014 article shows that people were talking about it five years ago – a lifetime in the world of tech). But mobile gaming is actually pretty far behind in this area, as most developers are still making most of their money from ads or in-app purchases. Recent announcements from Apple and Google of new subscription-based gaming services (Apple Arcade and Google Stadia) could be about to change that though – Vodafone have also announced a partnership with game streaming platform Hatch to bring cloud-based mobile gaming to their 5G service. So in this post, we’re looking at the pros and cons...
11 min read
#Data & Analytics

How To Conduct User Research In The Prototype Stage For Your Game

Whether it’s your game concept or your core game features, prototyping and testing ideas at an early stage can you let you know a lot about the health of your game, and more specifically, if people are actually going to enjoy it. Ideally, you’ll want to make sure your title is popular the moment it hits the market. Not only is testing in the early stages of development good for getting your game out there, but it can also help you focus your production process on features that will make the most impact on your intended audience. In this post, you’ll find the steps you need to take when conducting user research during that all-important prototype phase. We’ll include a bunch of different examples of specific test methods (with pros and cons of each) as well as advice for pulling...
12 min read
#Marketing & Publishing

Finding A Publishing Partner Vs Self Publishing – Everything You Need To Know

If you’ve stumbled across this post, then you’re most likely considering publishing your mobile game (congrats!). However, before you dive in and start making money, you’ll need to make an important choice. Self publish, or find a publishing partner? In the past, finding a publisher was almost standard practice due to their expertise in areas like UA & marketing. But now, it has never been easier to self publish, with developers having access to the steam and app stores but also a bunch of online resources and guidelines. However, with this ease comes competition, and as you may be aware, the market has never been more competitive (this is where those nifty Publishers come in handy). So, how do you know what the best option is for your title? To give you a helping hand with this all-important decision, we’ve...