This week, I discuss how to use OKRs in an applied way to design your features.
This week I read Andrew Grove’s book High Output Management. A very interesting book that can help keep focus when developing free-to-play games
The slides that accompany my masterclass on monetization in (mobile) free-to-play games
This post discusses the moral debate that still permeates the industry, and suggests ways to look past that (and be a bit more modest in the process).
The way you understand monetization and the impact of monetization efforts has a direct impact on the way you go about optimizing your game. You don’t make players spend. You capitalize on an existing level of enthusiasm and engagement that exists among your players. That in turn means that when you are trying to improve your monetization, your main task should be to identify and recreate the situations that are the most conducive to spending.
In this post I explain why having a set of game-centric metrics is crucial to understanding how users are interacting with your game and tying your high-level product objectives with gameplay specific targets.