Resources > All

Insights and tips about the games industry

Subscribe for gaming insights, industry reports and product updates delivered straight to your inbox.

1 hour read
#Data & Analytics

Making Casual Games in a COVID19 World – Post Webinar

If you’ve missed our webinar, have a question for the speakers, or want to find the videos or links to the resources that our speakers mentioned, you’re in the right place. If you fancy the TL:DR version, head to our blog here. Below you can find the webinar recordings and links to related resources and if you have any questions for the speakers or any feedback on our next webinars, use the form to the right and we will get your query to the right people. Here are the recordings: 2020 Gaming KPIs in Review – GameAnalytics GameAnalytics Ioana Hreninciuc, CEO at GameAnalytics, presents insights on key metrics, including retention, ARPDAU, Session Length, CPI, and more. Watch the recording    Quarantined World: Reaching the At-Home Mobile Gamer Adjust Stephanie Pilon, Global Director of Product & Field Marketing at Adjust, explains...
New Benchmarks subgenres
3 min read
#Tool & Product

New Shooter Genres & S/E Asia Filter in Benchmarks+

If you’ve been keeping up with the latest Benchmarks+ buzz, then you’ll know that we recently added a huge batch of sub-genres into our tool just a few weeks ago. Now, following popular demand, we’re pleased to announce that we’ve included more shooter genres to this growing roster: ‘snipers’ and ‘tactical shooters’ (and we’re not stopping there). More details on this below 👇 A few of our users also asked for insights on Southeast Asia, which we’ve slipped in with this release, too. (The data is available from the beginning of the month, for the App Store genres only.) Again more details below. But if you’re a paying user, you can dive straight in and check the data here: This is just the start of many changes to come (with a big update coming soon). But for now, here are...
Storytelling in Blockbuster games cover
13 min read
#Game Design

Storytelling in Blockbuster Casual Games: The Effect of Data and UX-Driven Trends

Editor’s note: This article is written in collaboration by Om Tandon of UXreviewer and Lisa Brunette, founder & owner of Brunette Games, a narrative design and storytelling powerhouse working with development teams at publishers and studios such as Jam City, Redemption Games, Uken Games, etc., on blockbuster top-100 grossing casual games: Sweet Escapes, Lily’s Garden, Matchington Mansion, & many others. You can find the original article on LinkedIn. But without further ado, let’s get started: How is modern-day storytelling in casual games evolving? What data & UX-driven trends are emerging in the narrative of blockbuster casual games? Let’s find out. Size of the Pie: Casual Puzzle Games Source: Deconstructor of Fun Casual games are the second-largest genre on mobile after strategy games. They generated a revenue of a whopping $8.1Bn in 2019, the lion’s share of which was raked in by the Match 3...
6 min read
#Ads & Monetization

Why AdOps and LTV are Essential to Your Softlaunch

The term ‘live ops’ is an industry-standard. Most large and mid-sized studios and publishers have a department that remotely configure their games, whether that’s localization, in-game events like flash sales, or daily bonuses. So what is ad ops? And where does it fit in? Well, before we can explain that, we need to explain Lifetime Value (LTV). Optimize your LTV at softlaunch In games that rely on ads to make money, it’s usually the user acquisition and monetization teams who are fighting to increase LTV. They’ll make the Cost Per Install (CPI) 1 cent cheaper or get the player to watch one more teeny tiny ad. All to creep up their profit, cent by cent. But developers almost always optimize their ads after they launch their game – it’s already live and getting thousands of downloads a day. Leaving it...
Hipster Whale
#Case study

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...
Collectibles Cover - Mobile game collectibles
7 min read
#Marketing & Publishing

How to Use Collectibles in Mobile Games to Keep Players Coming Back

It’s easy to think of collectibles as frivolous add-ons to mobile games, and games in general. But when you get them right, collectibles can make your game more enjoyable, more sustainable, and more lucrative. Here’s a rundown of the key things to consider when you integrate collectibles into your game. What do we mean by collectibles? There are many different ways you can use the term. But let’s go with this as a general definition: Any bits of content that aren’t essential to progression through your game. That’s pretty broad. But it needs to be. Collectibles can include any of these things (and many more): Cosmetic items, like skins Heroes and characters Upgrades and power-ups Resources Achievements Informative items that expand your game’s lore Playful items that bring an amusing surprise In this blog, we’ve covered a few reasons why...
7 min read
#Game Design

Adding Subtitles to Your Mobile Game – Dos and Don’ts

Subtitles might be one of the last things you think of. But they shouldn’t be – because they really do matter. Here are our thoughts on why, and some tips to help you get them right the first time. Subtitles are a must in today’s mobile games. And not just for gamers with hearing impairments. They’re important for lots of other ‘life’ reasons – people use them if they’re playing a game on public transport, because they have crappy speakers, if they’re trying not to disturb flatmates/children/significant others, and so on. While the numbers for mobile games aren’t really available yet, it’s clear that people playing on consoles are using subtitles – when Ubisoft tracked subtitle use on Assassin’s Creed: Origins, they found that 60% of players play with these switched on. And this is for a game that most...
Hypercasual markets cover
6 min read
#Data & Analytics

2020 in Metrics: Understanding Casual and Hypercasual Gaming Markets

2020’s been a year like no other. Casual and hypercasual gaming has fared better than most industries – overall playtime has been consistently up by around 15% on previous years. But when all of our usual social norms have been upended by global lockdowns, how do we make sense of the player metrics we rely on? I recently hosted a webinar on this topic. Using Benchmarks+ from GameAnalytics, I pulled some of the most telling player data from the first eight months of 2020. I dived into the key metrics like retention, session lengths, and playtime. And I did a deep dive specifically on hypercasual – comparing the different app stores and regions. Here’s a summary of the trends I found that will be most useful for developers to understand. The differences between iOS and Android It’s important not to...
Idle Games with Adjust
7 min read
#Guides

How to Make an Idle game: Everything You Need to Know About Incremental Mobile Games

Idle games present gamers with an opportunity to play games with long-term targets, test their problem-solving skills and gain incremental rewards over time. This sub-category of games can have impressive retention rates and session length when compared to other types of games. A GameAnalytics study revealed that idle game players have a stickiness of 18%, compared to 10.5% for other hyper-casual titles. They also show a higher number of sessions per day and a higher average session length (8 minutes). This article shares the essential insights you need when learning how to make an idle game. What is an idle game? Idle games are often categorized as hyper-casual games due to their ease of use and accessibility. However, they differ greatly from popular hyper-casual games such as Voodoo’s 5 Hoops and Ketchapp’s Origame. Idle games, which are also known as...
Covid-19 Webinar Cover
6 min read
#Data & Analytics

Lessons from Lockdown: Making Casual Games in a Covid-19 World

In September we ran the first webinar in our Toolbox series: making casual games in a Covid-19 world. Joined by our friends at Adjust and TopOn, we covered what we’ve spotted, how to grow your casual game and how to advertise during the pandemic. Don’t worry if you missed it. You can catch the recordings and read up on the talks in this blog. It’s been an odd few months. Over that time, we’ve noticed a dramatic shift in the gaming industry: we’ve never seen so much playtime, traffic is at an all-time high and some countries have really surprised us. So we thought it’d be worth sharing the key metrics and banding together with Adjust and TopOn to give you some advice on how to make sure it’s your game beneath those idle thumbs. The webinar had three main...
Mobile Game LTV
6 min read
#Strategies

How to Find Player LTV Blind Spots and Earn More From Your Game

The ecosystem of mobile ads in gaming has evolved to a point where it’s possible to understand what actions players took, and from this, learn how to generate the most Lifetime Value (LTV). Yet most tools out there are fairly new and, like many studios, you may be missing out by simply not integrating these into your typical work processes. To help give you a head start into what’s changed and why it’s important, we put together this guide on the most common blind spots for player LTV, and how to identify and address them to grow your game’s revenue and profitability. Let’s get started. Use the LTV metric to know which platform is performing the best The same game can perform very differently on Android compared to iOS. Even more so when you look across regions. In China, the...
Fall Guys GamePlay
7 min read
#Game Deconstructions

Everything You Can Learn From Fall Guys: Ultimate Knockdown

When it comes to viral games, Fall Guys: Ultimate Knockdown is the game everyone is playing. I mean, Mediatonic recently were able to raise 1 million for Special Effect through auctioning off the ability to create an in-game skin. It’s currently out on Steam and PlayStation, with rumors it’ll be coming to mobile soon. So what made this game such a success? And what can we learn from here? In this article, I’ll answer just that. All while focusing on different takeaways from the game’s mechanics, levels, art and design, and how they built up their strong community. Let’s get into how Fall Guys works: Fall Guys takes the battle royale genre to a bright and colorful place, letting 60 online players struggle through silly levels, all trying to be the last one standing. To make matters more hectic and...
Finding Hit Publishers Cover
4 min read
#Data & Analytics

What’s Their Secret? 4 Steps Successful Publishers Take to Find Hit Games

We’ve all asked ourselves this question: “How do publishers release hit game after hit game? How do they know which ones are going to be successful?”. Now, we don’t know all the ingredients to their secret sauce (be it their relationships with developers, network, or UA tools). But what we can do is go over what we know, and what we do best. Data. Data is a crucial part in finding the next big hit. But sifting through tens or hundreds of prototypes at one time is in itself, a massive challenge. Especially when your team is small. Step 1: Find more prototypes to evaluate In an ideal world, you’d open up your laptop and see key metrics (like day 1 retention, day 7, and Playtime) for a bunch of new games that were submitted yesterday. Well, you can. And...