Benchmarks allow you to determine how well your game is performing compared to similar titles on the app store, without requiring any changes to your code. This knowledge can help you make decisions and focus your development on improving game metrics and making a better game. Your core KPIs are the central metrics that we benchmark. KPIs are particularly important […]
During the last few years, the Chinese market has become a massive opportunity for game developers. There are 550 million active smartphones and tablets in the country, and every one of them has an average of 5 games installed. The key questions to answer, therefore, are about the players: How do Chinese players compare to […]
From the the 10th to the 12th of November I had the pleasure of attending the ninth annual Casual Connect Eastern Europe in Belgrade, Serbia, and the whole experience was a blast. It was the first time the conference was held in the beautiful Eastern European city. With over 1000 attendees from 51 different countries, […]
Not only did we go the Nordic Game Conference, but Allison Bilas presented a “playbook” with detailed instructions and examples on how to analyse the health of a game, what data to be focusing on to get insights and direction, and a framework by which everyone can be involved in the analysis process. Here's her take on NG14, and a glimpse into her presentation.
In this post Anders Drachen introduces some of the main challenges of finding patterns in how games are played and in how play styles change across levels. He also showcases some new research results which were obtained through a thorough analysis of Tomb Raider: Underworld.
This is the third and last part of adding analytical insights to Daniel Cook’s blog post on "Building tight game systems of cause and effect". If you missed the two first parts, you can access them through this link Part 1 and this other one Part 2 respectively.