Resources > Case Studies
Meet a few of our 60,000 connected studios
Learn how some of the best and brightest use GameAnalytics to release hit after hit.
#Case study
Tower Defense Simulator: Perfecting balance with GameAnalytics’ Data Suite
Tower Defense Simulator (TDS) is a popular strategy game on Roblox, first launched in 2019. Created as a school project, it has since become a massive success with over 3.4 billion visits and an average concurrent user count of 12,000 to 15,000 players. As a tower defense game, TDS emphasizes strategic gameplay, where players must build and upgrade towers to fend off waves of enemies. The game operates on a LiveOps model, regularly introducing updates, features, and events to keep its audience engaged. LiveOps plays a central role in evolving the game, enabling TDS to constantly gather player feedback and iterate to refine the experience. TDS relies on Roblox Analytics to track key metrics like retention, engagement, acquisition, and revenue. For example, funnel events in Roblox Analytics are used to track tutorial effectiveness and identify drop-off points during onboarding. This...
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Midnite’s Strategic Use of GameAnalytics for Game Development Mastery
Midnite Games, founded by brothers David and Julien in 2020, has made a name for itself in the gaming industry, particularly with its hyper-casual classic, Slices, which boasts over 65 million downloads. Initially collaborating with publishers, the studio has recently shifted its focus to self-publishing. Their dedicated team currently includes two developers, two designers, two 3D artists, one producer, and a creative director. As of August 2024, Midnite is working on two games, each at different stages of development. Midnite Studio’s analytics methodology The studio has been using GameAnalytics since 2015 and it has since become David’s go-to tool for conducting gameplay analysis and health monitoring. Using Custom Dashboards, Health and Funnels, he is able to answer questions like: Where does churn occur and what causes it? How can we improve the conversion rate for specific events? How can we...
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Data-driven decisions in educational VR: The impact of GameAnalytics on GRX Immersive Labs
We’ve had an awesome experience because it’s pretty seamless integrating the API. It’s very easy. We don’t need to worry about the calls or how to integrate properly. We just add the plugin. – Saurabh Saxena, Lead Developer at GRX Immersive Labs. GRX Immersive Labs, a pioneering creative studio, specializes in immersive storytelling and culturally-driven educational experiences. The studio has expanded into developing interactive technologies, including video games. Their latest project, supported by Verizon Innovative Learning HQ, focuses on creating an engaging educational experience that teaches students how to create music. By blending immersive media with culture and social emotional learning, GRX empowers students to connect with their heritage while developing valuable creative and technical skills. Saurabh describes: In the app, students can move through a vibrant, interactive world, creating drum beats, playing the piano, and accessing a library of...
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Insights in Action: VRMonkey’s Rise Fueled by GameAnalytics
VRMonkey, formerly known as Naked Monkey Games, embarked on a journey into VR a decade ago. Although their activities initially evolved around developing smartphone games, in 2015, after encountering Oculus Rift DK1, they decided to pivot fully into VR and AR development. Today, this indie studio comprises 40 dedicated team members who work on their own IPs and collaborate with renowned VR studios worldwide, including The Munky – creators of Drunkn Bar Fight. Among VRMonkey’s portfolio, their co-development of Drunkn Bar Fight stands out as one of their most successful ventures. This game is among the top 20 selling VR Games of all time, and it maintains a steady audience, with more than 100,000 MAU. During peak seasons and featured store placements, this number rises to 200,000 MAU. Harnessing the Power of Analytics VRMonkey recognized that they must fuel their...
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Roamer Games: Powering Game Development by Combining GameAnalytics and AI
Roamer Games is the new kid on the game development block. They are all about creating a mid-core strategy game that would give you the thrill of Civilization in just a five-minute gaming session. Early in the production, their team figured that to create a hit title, they needed to understand players’ behavior on a granular level. That’s where GameAnalytics’ data tools came into the picture. This case study breaks down how Roamer Games used GameAnalytics combined with AI technology to level up their game development. Understanding Roamer Games’ Needs and Challenges The game Roamer Games had in mind was a cross-platform but mobile-first marvel. Think iOS, Android, and WebGL. It’s a blend of Civilization and Clash Royale – a strategy with a dash of action. The studio needed the lowdown on how gamers played their game right from the...
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How GameAnalytics Empowers HyperVR’s Immersive VR Games
Analytics is a crucial ingredient to perfecting your games. But it can be a pain if it’s not available for you in one place. That’s why HyperVR use GameAnalytics.
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Developing a #1 VR MMO: Ramen VR’s Journey with GameAnalytics
Discover how Ramen VR used data-driven game development to launch "Zenith: The Last City", which became the #1 bestselling game all major VR platforms—including Meta Quest/Rift, Steam and PlayStation VR.
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Happy Volcano: why a growing studio picked Player Warehouse
A central location to come home to After launching You Suck At Parking, Happy Volcano wanted a central home for their analytics data. David Prinsmel, Happy Volcano’s game director, and their data engineer, Rahul Jani, found that Player Warehouse let them be more flexible around storing and processing their data. They could pull it all into one central location and then create their own visualizations off the back of that information. Here’s what they found along their journey. Focus on your onboarding process first If you want players to stick around, you need to make sure they feel comfortable in your game. So your onboarding process is vital to your success. Through their data, Happy Volcano realized that people were far more likely to drop off if they didn’t play through some of the single-player races before hopping over to multiplayer....
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How Splitting Point caught 80% more bugs with real-time data
Catching 80% of their bugs One of the main reasons that Splitting Point integrated GameAnalytics was because of our bug-tracking capabilities through our error reporting dashboard. This was particularly important to the studio as the Roblox platform is extremely fast-paced. They would be updating their game every week, and finish the changes two hours before the deadline. “We were pumping out updates every week on a Friday – and probably about 80% of the bugs we caught were because we were using GameAnalytics,” Janzen Maden, founder at Splitting Point, explained. Quite simply, there was no time for quality control. And it was also too complicated with such a small team. Soon, Splitting Point realized that they could find more than just bugs. They could check logical problems in the game design itself by using custom design events. “With Field Trip...
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Trihex Studios: delighting 40M players with analytics
GameAnalytics gave a voice to Redcliff’s silent majority Eric and Tae discovered early on that most developers can end up only listening to a few very vocal players. But those players often aren’t representative of the entire player base. For one, over half of Roblox’s players are under 12 years old. Not exactly the sort to engage with a developer or fill out an online survey. In fact, under most privacy laws — a developer isn’t even legally allowed to collect that information, as it could reveal personal information about a minor. “It’s not the user’s responsibility to tell you what they want, though,” Eric explained. “It’s our responsibility as developers to figure out what the player wants and needs in the game. But you need to be careful. It’s very easy to set up a Discord server and get...
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How TapNation uses DataSuite to increase the LTV of 19 hit games by 50% in only 6 months
Smashing obstacles with Giant Rush While they’ve seen huge improvements using DataSuite across their portfolio, one game stands out in particular: Giant Rush. (And not just because the character is huge.) The title has now reached over 140 million downloads. And, through a series of A/B tests and insights from the data they collected, they’ve been able to increase the LTV by a whopping 200% over six months for this specific title. “It’s because we A/B test every day,” Philippe Grazina from TapNation says. “We ask questions like: When are players leaving the game? For example, the boss in Giant Rush. If we spot that they’re leaving at the same point every time, we know we need to make a change. Small details like that really help.” Through these granular insights, TapNation can iterate and improve on their game step...
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How Wargaming uses GameIntel to focus on successful game ideas
They could focus their efforts When testing out concepts, it’s difficult to know which ideas will be successful and which will be a waste of effort. In the past, Wargaming’s data didn’t give them quite what they needed and wasn’t particularly scalable. It also didn’t feel fair to their studios. With GameIntel, specifically metric data from Benchmarks+, they could create realistic targets for studios to reach and base their decisions off the data. They now know what KPIs are considered good, great, and downright poor in the industry for each key sub-genre, rather than just guessing. “Success isn’t always about releasing a game. It’s sometimes about shutting a game down soon enough so that you don’t waste time and money,” said Alex Nenadavets, their manager of competitive intelligence. “We’ve definitely saved time by not wasting it on ideas that wouldn’t...
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How the devs behind Crossy Road and Shooty Skies became mobile masters
Never spend too long creating a game “For Crossy Road, we made it in 12 weeks, but we actually set out to make it in six,” says Sum. “That all meant that, if it didn’t go well, we hadn’t wasted all that much time. You just don’t know what’s going to happen on mobile. If you take six months to make a game, everything might have changed by the time it comes out.” Finding a team that gels “Every member of the team has their own skills that complement each other,” Sum is keen to note. “Matt Ditton handles a lot of the business side, but he’s a technical programmer too. Whereas Ben is really technically awesome and led the development of Shooty Skies.” Even though they now have a bigger team, Sum said his goal was to create “something...