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#Game Design
What’s The Best Game Engine For You?
If you’re reading this, you’ve probably at least thought about creating your own game. But if you’re not an experienced programmer and especially if you’re not involved in the game development world at the moment, it probably seems intimidating. And for good reason! That’s because it’s tough to create a game completely from scratch – so tough, in fact, that there are there are thousands of game engines out there. So which one is right for you? To help you choose, we’ve narrowed down what you need to consider in a games engine when creating your game. [bctt tweet=”Which game engine is right for you? To help you choose, @GameAnalytics narrowed down what you need to consider in an engine when creating your game.” via=”no”] The Basics Of Choosing A Game Engine The most important thing you’ll want to consider...
#Game Design
Hyper-Casual Games 101: How To Get The Most Out Of Your Players
Editors Note: In June 2019, we held an event dedicated to making hit hyper-casual games. Alongside GameAnalytics, we were joined by publishing giants, Voodoo, and Kawaii specialists, Platonic Games, to share the latest stats, trends, and insights when making hit hyper-casual games. You can find all of the info, decks, and videos from the event here. As a relatively new genre, we’re rapidly witnessing changing trends with hyper-casual games, as well as seeing regular new titles fighting for top positions on the app store. With this in mind, relying on tired marketing strategies or an ill-informed idea that free-to-play titles don’t need a marketing budget won’t do you any favours. When monetizing your hyper-casual game, you’ll want to focus on getting as many people playing as quickly as possible, but also make sure they come back. Usually, if a hyper-casual...
#Ads & Monetization
Best Practices For In-Game Purchases: Converting Players To Spenders
Wouldn’t it be awesome if your players spent money within your game all of the time? While building a community that spends actual currency in your game’s environment is certainly difficult, it’s not impossible. In-app purchases are a huge form of income for the mobile gaming world, and is only getting more and more popular. This chart from Statista shows just how comfortable users are becoming with making purchases on their mobile devices. The million dollar question every game developer is asking is ‘how can I take advantage of this?’ It all comes back to the game, and your data. By analyzing your users behavior you can better optimize your gameplay so not only will your users have a better experience, you’ll also be able to get them to perform your desired actions. Before you can do this however, you...
#Data & Analytics
Minimum Viable Analytics: Keeping Your Reporting Lean And Mean
Being lean is more just than a tech industry buzzword, it’s a way of life – or at least a smart way of doing business. That applies to many different categories, but especially analytics, and definitely so when you need to figure out your minimum viable analytics. With most analytics programs (including ours) you get a ton of information, but as it’s commonly said – if you can’t measure it then you can’t improve upon it. We’ll build on that further by saying that if you and your team can’t easily track, consume, and find actionable data in your analytics reports, then what’s the point of tracking everything? You’ll likely end up wasting a lot of time and effort on something unnecessary when you have better things to do – like improving your game or working on new ones. That’s...
#Game Design
Game UX Style Guide: Why Do You Need One?
Editor’s Note: this post was originally published by Om Tandon, Director of User Experience at Digit. With over 14 years experience, Om specializes in UX design, UI design and User Interaction, and has previously worked at Gameloft and June Software. Is it just me or are UX playbooks, UX pattern libraries, UX style guides not talked about enough? Or incorporated as often as UI style guides or brand style guides? Are these just buzzwords or do they really not matter? Or is there some kernel of truth and real benefit of creating them, be it in games or enterprise softwares and apps? Before we start talking about the HOW, it is inherently important to ask WHY. Why do you even need a UX playbook, pattern library or style guide in first place? The origins Style guides have been around for a long long...
#Data & Analytics
Looking East: How To Launch Games In China
China is the biggest mobile gaming market on the planet. It’s also one of the most challenging markets. But it doesn't have to be.
#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...
#Tool & Product
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...
#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...