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#Case study
How SOFTGAMES uses GameAnalytics to win big with FB messenger games
A new opportunity When they were invited by Facebook to become one of only 15 launch partners on Instant Games, SOFTGAMES immediately understood the massive opportunity. Since then it became the mission of the world’s largest HTML5 games provider to enhance the overall Messenger games experience… and in this pursuit, they’ve now released a string of hit titles, including Cookie Crush, Solitaire Story, and Bubble Shooter HD. One cornerstone of their ongoing success is the focus on high-quality games that they tailor precisely to the features available on certain platforms, such as leaderboards or progress syncing on FB Messenger. For this successful studio, measuring, understanding, and balancing progression flows with a considered focus of these platform-specific features is the key to driving and accelerating growth. They supplement this by listening to their community and quickly actioning the feedback, constantly optimizing...
#Game Deconstructions
Claws of Furry – Rezzed 2018 Interview With Terahard
So first, what’s the story behind Claws of Furry? I created Terahard Studios about 5 to 6 years ago, and about a year ago we started making a prototype for a platformer. We were playing around with a few different concepts, but the idea of cats being ninjas stuck straight away and was one of the first concepts we tried and we loved it. We changed the shape of it a few times to make it more interesting – and the version we’ve shown here is the version that stuck with us – and the more we played the game and the more we were making it, while still playing it every day, we tried to make it more extreme. We had a lot of little different fun mechanics added in that almost compliment each other; you can fight quickly,...
#Ads & Monetization
Native Ads In Mobile Games – Everything You Need to Know
If you’re a game developer, chances are that you’re running some native ads. Or if not, you’re probably at least thinking about it, because properly done native ads can be incredibly successful and lucrative. However, there are a lot of reasons they are the next big thing in mobile advertising, so let’s dig into how you can best execute native advertising in your game(s). Let’s start by defining what a native ad actually is. Generally, a native ad is considered any type of digital ad that echoes or follows the form and function of the platform on which it appears. And in most cases, the value of a native is the fact that properly deployed, they don’t feel like ads at all. Which is why they can be so successful if they are carefully executed, tracked, and measured – and...
#GameAnalytics Updates
The Command Center – Turning Analytics into Action
Editor’s note: If you’re reading this, then we highly recommend that you also check out our latest updates to the tool here. It has tons of information about the new features, as well as the most recent changes to the GameAnalytics platform. New features, you say? Currently we are quite busy with introducing a modern data processing backend, free-to-use for all of you fine GameAnalytics users. Even so, we found the time to add some powerful new toys for you to play with. We are introducing a new features called Command Center. Essentially, it will allow you to control your game from within GameAnalytics. All of this in real-time, without having to update a single line of code on the App stores! How it works + documentation The command center provides a specific way of triggering these changes: Command Center (Configs)....
#Data & Analytics
A Behavioural Analysis of Chinese Mobile Gamers
If you’ve read our helpful guide to launching mobile games in China, you’ll know that there are a number of stylistic and cultural differences between the kinds of games that Chinese and Western gamers choose to play. But how about the differences in when and how they play the games themselves? With that in mind, we’ve picked out five insights that we think will help Western game developers better understand and appeal to audiences in the East. 1. Fewer Chinese gamers spend money… Just as in the West, Chinese mobile gamers mostly play titles that are free to download, but which monetize through IAP or advertising. When we compared the proportion of free-to-play gamers that converted to paying players, Chinese players were around 20% less likely to convert than players in the rest of the world. However, the big swings...
#Game Deconstructions
Kenshi – Rezzed 2018 Interview
Editor’s note: The yearly Rezzed event run by Eurogamer.net is a great way for indie developers to showcase their games. One title we got to look at was Kenshi, an open-world RPG with a map that reaches over 870km² and a new danger seemingly lurking around every corner. After initally getting absolutely wiped out within minutes of starting, we discovered that this isn’t like most titles around. Kenshi requires strategy, wits, and leadership skills. How did you become a game developer and end up working on Kenshi? I started about ten years ago, self taught, and just decided to start making it from scratch. The first version of the game was made completely single-handedly. It looked a lot rougher due to this – it was a lot smaller and less complete. I got it alpha-funded. So, before Steam Greenlight I started releasing and selling it...
#Guides
The Ultimate Guide to Social Sharing for Games with GIFs
Back in 2012 when we released the first Fun Run game, we had little idea that the series would pass 100m downloads over the next few years. We came to realise that it’s possible to reach the masses by word-of-mouth, with players sharing Fun Run with other people they thought would also enjoy it. This led to us founding Megacool, to help other games to grow organically through improved content sharing. From that moment on, we’ve immersed ourselves in the world of GIFs and developed some best practices that we hope will help you make GIFs an essential part of your marketing strategy. Let’s start by taking a quick look at why you should choose GIFs over video or images. GIFs + Games = Greatness First, let’s be clear that a GIF is a great format to show what your...
#GameAnalytics Updates
About Druid: Our New Backend Technology
By now, many of you will be aware of the fact that GameAnalytics is about to undergo a major technical overhaul. For the past 18 months, myself and a small team of engineers have been rebuilding (and also migrating), our existing infrastructure to an innovative new solution. That solution is called Druid, and it’s essentially a high performance data store. In this post, my aim is to give more of a technical overview of the new systems and solutions that we’re putting in place. I hope this helps to give all users of our service more context about the change, why it was necessary, and the benefits it will bring. For more information about the upcoming changes, you can check out this Beta announcement post. What is Druid? Druid is an open source data store designed for real-time exploratory analytics...
#Ads & Monetization
How Space Ape Games Saw 4x Growth with Smart Monetization
Editor’s note: this post was originally published by Nicolas Boulay on the Space Ape Games Tech blog. Nic has 10 years experience in mobile UA and ad-monetisation. He previously worked at Gameloft and Badoo and joined Space Ape in the early days of 2012. About Fast Lane Fastlane has reached 16M installs, approaching $30M run rate, and is on an explosive growth trajectory 10 months after launch Fastlane is an evolved arcade shooter game available for free on iOS and Android phones From $5,000/d to $45,000/d from ads in 4 months: what are the lessons learnt from our holistic iterations and partnership with Unity Ads We are setting a new benchmark for ads at $0.13 ad arpdau in the US Our Ad LTV – lifetime value – is now based on true ad performance to gain accuracy We multiplied our User...
#Marketing & Publishing
Generating Word-Of-Mouth Buzz For Your Game
What do we do when we experience something amazing, profound, funny, emotional or just plain weird? We talk about it. We want to share that experience with our friends, so that they can jump right in and see for themselves. This, of course, is word-of-mouth – and it’s one of the most powerful marketing tools out there. Whether you’re making mobile games or selling underpants, the dream scenario is that whoever engages with your product loves it so much that they have to tell their friends all about it. Think about how often you’ve received a personal recommendation for an app, or a book, or a restaurant – and how often you then actually acted on that recommendation. Contrast that with seeing an advert for that same product, and how likely you’d be to act upon whatever call-to-action the ad...
#Game Deconstructions
Disco Elysium – Rezzed 2018 Interview
The yearly Rezzed event run by Eurogamer.net is an absolutely fantastic way for indie developers to display their games and get them noticed. One such title on display this year was Disco Elysium, an amazingly inventive and constantly hilarious open-world RPG where you play as a policeman and seemingly every choice you make can change how the game is played. I spoke to Robert Kurvitz, lead writer and designer of Disco Elysium, about creating a world with so many choices, the consequences of doing so, and the ability to wear cool hats. Disco Elysium is an absolutely incredible game, where did you get the idea from initially? We were at a really dark moment in our lives, there were a lot of people who were, I was personally at a dark moment in my life. So, my executive producer came...
#ASO
SEO And ASO Optimization For Game Developers
If anything can be said to be ‘old school’ or ‘traditional’ when it comes to digital, it would be classic search marketing. That’s the case for nearly any product you want people to discover online, whether it’s a t-shirt, a gadget, or a mobile game or app. All of these can be searched for online, and are easier to find when good SEO has been applied. Search marketing is about a lot more than just using the right keywords; you have to understand the philosophy and thought process behind creating your game’s app store listing and website in order to properly optimize it. Here’s how to get started. Search Listings = Pull Versus Push One of the first things you should remember and one of the main arguments for the effectiveness of search engine optimization (or app store search optimization...
#Strategies
The Future Of Idle Games – Fluffy Fairy Games Interview
Ahead of the release of Idle Factory Tycoon, I spoke to Nate Barker, Director of Business Development at Fluffy Fairy Games, about the history of the studio, what makes the genre of Idle Games so appealing, and the company’s future aspirations of becoming the Supercell of the genre. Can you tell us about your journey to Fluffy Fairy Games? How did you end up working there? I was at Casual Connect in Berlin in February 2017 working for a live-ops company in the social good space. During a Happy Hour, I happened to sit down with a few folks from Fluffy Fairy Games, not realizing who they were. The next day, I had made the terrible choice of a morning appointment (always a bad decision during a conference), and it happened to be with the same two people who I...
#Editor's pick
Game data pipeline: Building vs buying
As a large number of studios, publishers, and game developers are heavily relying on data to guide their decisions, they need to decide between building or buying. But which one is more efficient? To assist you in understanding the Total Cost of Ownership (TCO), we broke down the following key considerations: Setup requirements Cost calculation Team needs and recruitment
#Editor's pick
Mobile gaming benchmarks for Q1 2024
Uncover the industry’s performance with Q1 2024 benchmarks. Explore key metrics like retention rates and session engagement to benchmark your games against industry standards. What’s inside? Retention benchmarks for casual, classic, and mid-core games Session length benchmarks for games launched in North America, Europe, the Middle East, and Asia Session count benchmarks across 15 game genres
#Editor's pick
Grow your revenue with Xsolla Web Shop for Mobile Games
“Xsolla anticipated this seismic shift earlier this year, when we launched multiple products that are being actively used by some of the world’s largest game companies to increase profit and build closer relationships with their mobile and pc players. We’ve now combined these products and learnings into an elegant new solution called Xsolla Web Shop for Mobile Games,” said Chris Hewish, President of Xsolla. Through Xsolla Web Shop for Mobile Games, developers can expect significant revenue growth and can reach new players in new geographies previously unavailable to them. This solution solves many challenges developers face; such as discoverability, declining profit margins, lack of control over the user experience, access to localized payment methods, cross game marketing, more efficient user acquisition, effective collaboration with creators and influencers, and much more. Three industry-changing announcements make this opportunity more timely than ever:...
#Editor's pick
2023 Roblox report: Behind the data with GameAnalytics
Download a comprehensive report of Roblox player behavior and game performance based on GameAnalytics data from 2023. This report highlights critical benchmarks and insights to help Roblox creators optimize their games. What’s inside? Devices analysis Players’ daily session frequency Average revenue spent per user Session length and count benchmarks Retention benchmarks Revenue benchmarks
#Editor's pick
The Game Developer’s Handbook to Mastering Data Solutions
Data is the key to success in the ever-evolving landscape of game development. Explore this guide to transform your data into insights using our turn-key data solutions. What’s inside? Our comprehensive guide explores cost-saving strategies and real-world applications for advanced use cases. Learn how to seamlessly integrate data sources, unlock detailed player insights with Player Warehouse, access real-time data with Raw Export, and ensure data privacy compliance.
#Case study
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.
#Editor's pick
Using AI to Supercharge Your Game Art Design
Discover how tweaking AI tool settings can help you generate varied art styles, produce better concepts, and speed up the process from prototype to final design. With AI on your team, creating unique game art has never been easier or faster.
#Editor's pick
Event Design & Tracking Guide for GameAnalytics
Learn how to create an adaptable tracking plan, enabling you to unlock richer insights and maximize the value of your data within GameAnalytics.
#Editor's pick
How studios use DataSuite to find hit games
Learn how successful publishers evaluate hundreds of games per month, to find the next hit game.
#Editor's pick
Among Us VR dev talks about how to create immersive worlds
VR is all about immersion. It’s about allowing players to lose themselves in more than just a game, but a new world. You have to build VR experiences the right way to make this happen. This goal is always top-of-mind for Schell Games. In this interview, we spoke to Schell Games’ Vice President of Product, Charlie Amis, to learn their story. “For VR, you want to make the player feel like they’re actually in the world you’ve created. This isn’t as true or a high priority in PC and console games. If people start to lose that sense of presence and immersion, then a lot of the reason they put the headset on is hurt. They want to go to another world or be someone new. So you need to help them feel like they’re really there and really that...
#Editor's pick
GameAnalytics H1 Update: New Product Improvements!
It’s been a busy time since February, when the largest update in GameAnalytics history was launched. Read on for more information about what’s changed recently, and new functionality coming to the platform very soon.
#Case study
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...
#Editor's pick
How to Build a Data Warehouse for Games from Scratch
Over our last couple of blogs around data warehouses, we’ve explained how they let you analyze data from across your portfolio and look at what insights you can gather from them. Now, we’ll dive into how to build a data warehouse. What steps do you need to take and what resources will you need? To figure this out, we’ve rounded up the costs, steps, and tools we think you’ll need to get started. Please note, that we haven’t included the cost of running an engineering department (which you’ll need), which can end up being a lot of $$$. What do I need to get started? Before you start, you’ll need to ensure you have the right people. You’ll likely need a software or data engineer, and perhaps an architect or DevOps engineer. You’ll also need to budget for tools like...