AdQuantum on how to efficiently scale global UA campaigns for your app growth
When it comes to scaling, you can’t just follow your gut. It’s essential to plan UA campaign scaling strategically and in advance. Sometimes even data from one platform isn’t enough for making a concrete decision and you need to collect as much data as possible. Scaling is never easy, but when you have a strategy, it is much more efficient.
Casual players tend to write shorter reviews and own less games on Steam on average
Is there any correlation between the type of audience that plays a certain game and the word length of Steam reviews? GameDiscoverCo founder Simon Carless has highlighted this connection by comparing four games of different categories.
MY.GAMES on how to sell and promote games in Russia — market that reached $2.2 billion in revenue in 2021
MY.GAMES Business Development Manager Dmitriy Byshonkov has shared some insights for international developers on how to sell and market video games in Russia. He detailed the importance of localization, regional pricing, and local marketing channels.
Developer Benjamin Kobe recommends against using large gaming subreddits to promote small indie titles
Developer Benjamin Kobe, founder of Austin, Texas-based indie studio Clutch Dynamics, shared his experience of promoting his game Boris the Sloth on Reddit. He suggests staying away from large gaming and gamedev subreddits for UA purposes.
What mistakes devs should avoid when launching Kickstarter campaign
Indie developer Seyed Nasrollahi has analyzed the results of the Kickstarter campaign for his game Operation Outsmart, which managed to reach only around 10% of its initial goal. Despite the bad results, he decided to share his experience with other devs.
GameBake’s Michael Hudson: “Could ‘Alternative’ App Stores Become The New Normal?”
When it comes to publishing their mobile games, Western developers prioritise two main app stores: the Apple AppStore and the Google Play Store. Why? They’re familiar platforms with low barriers to entry. And most developers are either unaware of wider global opportunities or assume that distributing and monetising their games on other platforms is too difficult.
Activision restores its logo in Call of Duty marketing after previously omitting it
Activision rolled out a reveal trailer for Call of Duty: Vanguard’s multiplayer mode, which proudly sports the publisher’s logo in the trailer’s end slate. That’s unlike last month’s debut trailer for the title, which ran with the slate “Call of Duty presents” while noticeably omitting any Activision branding.
VRTCAL’s Todd Wooten on game ad innovation driven by changing consumer behaviors
Mobile game advertising is evolving in the face of today’s consumer privacy initiatives and changing media consumption habits. However, mobile gaming developers are doing everything they can to protect their revenue sources instead of looking for growth opportunities due to these developments. Fortunately, none are happening overnight, offering developers some time to chart a path forward.
Devs praise Motive’s Dead Space stream for showing “how making games of this size actually works,” call for more transparency from AAA studios
On August 31, Motive Studio held the first Dead Space dev stream and showed early preproduction build footage featuring assets that might not even make it into the final game. Which is perfectly logical, given that the production is just starting: Motive only began working on the title less than a year ago.
Super Rare Games’ George Perkins on publishing physical-only titles: “We can really de-risk the whole commercial element for developers”
George Perkins, Managing Director at Super Rare Games, discusses the new Super Rare Shorts label and how physical distribution can help smaller-scale games gain mass-market appeal.