Author profile

Tom Kinniburgh

Director at Mobile Free to Play
7 min read
#Strategies

Deconstructing the State of the Hyper-Casual Market in 2020

Editor’s Note: This article was originally published on Mobile Free to Play. You can find the original version of this post here. HyperCasual is quite a perplexing genre to many creators of mobile games. When you download a game about Ironing, Coloured Sand or WaterSlides you wouldn’t expect them to be the most popular games on the store, downloaded up to 20 million times in a month.  The simplicity of the titles and the scale of the audience are both shocking and inspiring. HyperCasual as a market has grown from strength to strength over the last 3 years and is only now hitting the top of it’s S curve. Simplicity is still the ultimate sophistication, when it comes to mobile hits. This article analyses the market and how it has grown and potentially where it will continue in 2020. If you...
13 min read
#Data & Analytics

How to Plan and Track Events in Mobile Games

At one stage in your career you’ve begun to care about data. You decide that you want to know what your players are doing, so you start tracking gameplay events. You track everything. With a flurry of code your app is sending tracking events for every card combination, move, spell effect and battle stat! Pat yourself on the back, you have created terabytes of garbage. “Data is not information, information is not knowledge, knowledge is not understanding, understanding is not wisdom.” Clifford Stoll, Physicist Data collected without reason is just data. To be able to make informed decisions you need context, and only by understanding your player’s intentions will you start to be informed. There are a lot of similarities between mobile games and therefore there are some very standard metrics you might look at. We’ve created a simple tracking plan that you...
iMessage App Store Games
10 min read
#Game Design

iMessage Games: New Opportunities for 2017

It’s an exciting time when a platform or feature creates new opportunities with which you can make games. As a developer, being first to market can prove lucrative as there is much lower competition. However, this doesn’t come without risks; if the platform fails then your game and the investment you’ve made is wasted. The iMessage platform is simple to develop on and uses Xcode as the main tool to create projects. When compared to new technologies such as VR or AR (which both require much larger investments in learning and development), iMessage provides a less risky opportunity for new games. At Pocket Gamer Connects 2017 in London, I presented some of the data that we’ve been observing from the latest iMessage apps. I took the time to read up on the protocols and the implementation as well as downloading...
2 min read
#Tool & Product

Corona V2 SDK Released

We’re pleased to announce that an updated GameAnalytics plugin is now available for the Corona game engine. With this update, we’ve added additional functionality of advanced GameAnalytics event types within the Corona Engine. You can download the update on GitHub here. With the V2 SDK, you now get access to the new tailored event types, which allow you to structure and analyze your data in a more accurate way. The event types include: Business events Receipt checking validation to ensure that purchases from the app store are successfully processed. Resource events Allowing you to track the source and sinks of your game data. Progression events Restructured to enable the sending of level and stage data along alongside values, so you can measure how users are progressing. Error events Designed for you to be able to send useful information about crashes...
7 min read
#Data & Analytics

The power of benchmarking in your game

Benchmarks allow you to determine how well your game is performing compared to similar titles on the app store, without requiring any changes to your code. This knowledge can help you make decisions and focus your development on improving game metrics and making a better game. Your core KPIs are the central metrics that we benchmark. KPIs are particularly important as they are usually simplified numbers which quickly inform you about the health of your game. Retention, for instance, is a measure of addictiveness or stickiness, as people come back and play your game again the next day. ARPU is a measure of monetization and pricing.  High ARPUs require good game design in presentation and purchase so that a user understands the benefit and value of their purchase. Let’s take a deeper look at how you can use the Benchmarking feature from GameAnalytics in your game today. Understanding Benchmark...