This post discusses some of the limitations of a shard-based RPG system and suggests reasons why immediate gratification is the way to go when designing your monetization strategy
This post suggests ways to think about your UA budget to accompany the worldwide launch of mobile free-to-play games
In this post I look at 2 different categories of KPIs, and show in what context – and for what purpose – each one of them can be useful.
In this post, I discuss how the notion of psychological safety can help create an assertive and actionable culture of data
There is a common assumption that giving players free hard currency is a good way to increase monetization metrics. The idea is that when you
In this post I do a quick breakdown of Archero, and 3 things I find it does well.