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Interviews

Redcliffe Games cover image
6 min read
#Interviews

Reaching a +40M playerbase: advice from Trihex Studios

Unless you’ve been living under a rock for the last few years, you’ve probably heard of Roblox. It’s a gaming platform with over 30 million games – which they call experiences – 52 million daily active users (DAU) and 12 million creators at the time of writing. One of the keys to its success is that it makes it exceptionally easy to create and release games on its platform. We spoke with Tae Kim and Eric Park, co-founders of Trihex Studios and the minds behind Redcliff City – one of the most popular titles on Roblox which has, this year alone, amassed a community of more than 40 million unique players. During our conversation, we asked them what mobile developers could learn from Roblox and how they could make the move over to the platform. Here’s their advice. First up,...
TapNation Cover Desktop
5 min read
#Interviews

How TapNation makes hit games with DataSuite

TapNation helps nurture over 80 studios to develop hit games. Data is crucial when working on any genre. But particularly when you’re making a hypercasual game. TapNation helps studios all over the world to develop and improve their games. But to do that, they need accurate data. Fast. That’s where DataSuite comes in: it’s a collection of our services to help you bring all your data together and easily plug it into your other systems. We spoke with TapNation’s VP of engineering, Kamel Haddad, to see how that works. And what they use DataSuite for. Tell us a little about TapNation and yourself Sure thing. We are TapNation. We’re a publisher based in Paris and have taken around 80 different studios worldwide under our wing. Over the last few years, we’ve had around 19 hit titles, counting over 500 million...
8 min read
#Interviews

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...
5 min read
#Interviews

How will monetization models change in 2022?

Editor’s note: This article was written by the clever minds at HyperBid.  Hello there. I’m Ahmet, the business director here at HyperBid. Aside from the obvious ups and downs last year, we also had some big changes in how the monetization industry works. From new models improving revenue for developers to changes on how we can collect data. So I thought it’d be useful to summarise the four big changes we’ll see in 2022. 1. The waterfall model will take a step back There are two models you can use when selling the advertising space in your game. Either you use waterfall, which methodically runs through a set list defined by you, until you get an ad bid above your defined floor price. Or you can use in-app header bidding, where you programmatically scan through every bid for the best...
6 min read
#Interviews

How to Monetize Your Game With a Backend – Part 2

A few weeks ago, we went over what backends are, what you can do with them, and what kinds of monetization strategies are possible when using a backend-as-a-service. This time, we want to take this topic a step further. Now, we’ll chat about everything else your backend can do, and how to get your monetization right. Let’s dive back in. Quick recap from our last blog You can check it out if you missed our last article (or just want to brush up on your reading). But here’s the TL;DR breakdown: Your backend can handle all kinds of monetization types, including: Hard and soft currencies. Cosmetics. Loot boxes. Upgrades. Season passes and battle passes. Subscriptions. Opt-in events. DLC. And your backend matters here. They provide the ecosystem that lets your monetization both function and thrive. We’ve gone into a lot...
7 min read
#Interviews

What to Expect When Your Game Turns Into a Viral Hit

Every game developer hopes to see their game hit the top of the charts. The thrill of seeing people play it on the train, glowing reviews in gaming outlets, and your own section on Twitch. (The increased revenue doesn’t hurt, either.) But nobody really prepares you for success. What happens when you get that surge of new players and become so popular that even non-gamers have heard about you? With great success comes great responsibility. The more players you have, the more pressure you’re under to improve the game, add new content, fix bugs and keep the game alive. It’s a tough gig and one game can easily turn into an entire career. And there are quite a few tasks you’ll need to take care of behind the scenes. What goes on behind the scenes? This isn’t an exhaustive list,...
7 min read
#Interviews

How Game Worthy Hit a 66-Minute Average Playtime With City Takeover

Editors note: This article was written by the publishing team at Voodoo. You can check out the original version here.  How do you take a strategy-based, connect & conquer style game, and transform it into a successful hyper-casual hit? Game Worthy, a Vancouver-based studio composed of programmer Kaue and game artist Fred, managed to do just this with their latest game, City Takeover. Hitting outstanding KPIs and entering the top 100 iOS US immediately upon its release, this game is nonetheless very different from other games in the genre. It demands a bit more thought, concentration, and strategy… in other words, it’s more difficult than your typical hyper-casual game. Read on to find out how Game Worthy, teaming up with Voodoo, managed to transform one of their favorite childhood games into a hyper-casual hit. Ideation & inspiration Here at Voodoo, we...
6 min read
#Interviews

Picking a Backend – Why It’s Vital, and How to Pick One

That’s a fairly obvious statement. Lavish visuals and meticulous game design are nothing without the likes of quality code and robust AI. But there’s another layer that sits behind everything else that’s equally important – particularly in the era of games as live entities. Simply put, you absolutely need a quality backend for any connected game to thrive. That’s true whether you have online multiplayer to consider, a connected user community to serve, or the likes of seasonal events and updates to consider. Equally, an intuitive backend can both accelerate and optimize your game development workflows, making the likes of achievements and social integration, leaderboard implementation, or in-game currency creation a trivial task. If any of those factors are part of your game, a backend is arguably as important as your chosen engine. Can I make my own backend? It...
5 min read
#Interviews

Making a Hyper-Casual Game? Here’s 5 Common Mistakes to Avoid

Editors note: This article was originally crafted by Sarah D. Vries, Content Creator at Coda Game. You can find the original piece here.  The hyper-casual gaming industry is constantly evolving, requiring developers to be on top of trends and the latest gaming practices to remain competitive. Like honing any craft, it’s a constant work in progress and many studios often end up making common mistakes that can easily be avoided. Thankfully at Coda, we’ve had extensive experience working with developers and studios of all sizes. From our experience, we’ve compiled a list of the top five common mistakes that hyper-casual developers make and how best to avoid them when creating your next game. 1. Getting the difficulty of levels wrong Hyper-casual games are known for their simple nature and the ability for gamers of any level to play. One common...
8 min read
#Interviews

Masters of Blockchain: Lessons from Axie Infinity

I spoke with Jeff Zirlin, Growth Lead at Sky Mavis (the developers behind Axie Infinity), to learn how they became the leaders in Blockchain, and their predictions for this new sub-genre of gaming. 1. Hey Jeff, thanks for chatting with us today. So tell me a little bit about Axie Infinity and your game Sure, would love to. Axie Infinity is a virtual world full of fierce, adorable pets called Axies. These pets can be battled, collected, and even used to earn cryptocurrencies with real value. On the surface, Axie might seem similar to Pokemon, Tamagotchi, or even animal crossing. And you’re not wrong to think that. But the big difference is that the markets for in-game resources are open and controlled by players. We reckon games with real, player-owned economies will become our digital homes; places where a new...
16 min read
#Interviews

How to Crack the Match 3 Code?- Part 2

Editor’s note: This article was originally published by Om Tandon, Innovation & UX Design Manager at Eaton. You can read the original version here. Match 3 metamorphosis is real but doesn’t new territory often comes with new rules? Let’s dive deeper into where the game is afoot in these uncharted waters. This multi-part analytical series is laser-focused on what some of these new rules might be. The last analysis in this series looked at some historical data coupled with powerful tectonic forces of maturing player behavior and deepening game design that has changed the lay of the land dividing the Match 3 landscape between Classic and Meta, ruled by the King’s and Playrix’s of the world. Yes, we are standing at a fork in the road folks but the real question is what does the road ahead looks like? This evolution is far from over for both Classic & Meta Match 3! What...
8 min read
#Interviews

Why Painted Door Tests are a Secret Weapon in Game Development

Have you ever launched a new feature that you were confident would succeed and be game-changing? Not only did your gut tell you it was a good idea, but you were able to back it up with user research? Then, when you finally launched, you found the new feature made very little difference. Perhaps users didn’t notice it, or they just didn’t care about it in actual game play. All the time, money, and resources you put into it could have been spent elsewhere. This has happened to me countless times, and it’s why we at Solitaired now take a data-driven approach towards understanding what new features we should work on. A $1M mistake I learned the hard way that both my instinct and consumer research could be wrong. Before getting into the gaming space, I had run an educational...
12 min read
#Interviews

Purple Jam Interview: Lessons from making an Audio-only Game

Ahead of the release of their newest title, Pitch Black, I spoke to the developers at Purple Jam to learn how they’ve gone about creating an audio-only game, and what they have learned along the way. Thanks for joining me today. Before we get started, would you be able to give us a bit of background on your team? Sure thing. So, Purple Jam consists of three audio specialists turned game developers. We first met each other last September when we were powering through our Masters’ at the University of Derby. But it wasn’t until we reassessed our lives did we decide to join forces and create the game of all games – Pitch Black: A Dusklight Story. In a flash of inspiration, Harry Cooper (commonly known as ‘The Mastermind’), had the idea of creating a binaural based audio game....

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