„Andrzej has a keen sense of what to focus on in product management and especially for how to improve monetization metrics by targeting specific game KPIs. He will not limit himself or his team by going with the easy answer which will show positively in the results. I would gladly work again with him in the future.”
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In the interview for @Bloodpressure.me I am taking about the future of Blood Pressure Monitoring which is available for everyone and anytime only…
In the interview for @Bloodpressure.me I am taking about the future of Blood Pressure Monitoring which is available for everyone and anytime only…
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Huuuge Casino, now you get it!' ✨��✨ Thank you, Katarzyna Marques David and the entire marketing team, for all the hard work on this TV…
Huuuge Casino, now you get it!' ✨🎰✨ Thank you, Katarzyna Marques David and the entire marketing team, for all the hard work on this TV…
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🚀 Super thrilled to share the exciting news about the launch of UZ Venture Studio! 🚀 In collaboration with the University of Zielona Góra, Urząd…
🚀 Super thrilled to share the exciting news about the launch of UZ Venture Studio! 🚀 In collaboration with the University of Zielona Góra, Urząd…
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2023 was a transformative year for TSG 🚀. We navigated the Company through industry upheavals with decisive actions that not only strengthened our…
2023 was a transformative year for TSG 🚀. We navigated the Company through industry upheavals with decisive actions that not only strengthened our…
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📊 And here they are! After weeks of hard work, we've released full-year financial statements, marking a transformative year for Ten Square Games. 🌟…
📊 And here they are! After weeks of hard work, we've released full-year financial statements, marking a transformative year for Ten Square Games. 🌟…
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„Notowana na NewConnect spółka technologiczna One2tribe w całym 2023 r. zanotowała prawie 13,4 mln zł jednostkowych przychodów netto, co stanowi…
„Notowana na NewConnect spółka technologiczna One2tribe w całym 2023 r. zanotowała prawie 13,4 mln zł jednostkowych przychodów netto, co stanowi…
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Matej 🦩 Lancaric
🚀 Explore Real-World Examples from Mr.Beast x Top Troops Influencer campaign or Podcast ads for June's Journey as Alternative Mobile UA Channels for 2024 In today's fast-evolving mobile landscape, sticking solely to Google and Facebook for user acquisition isn't enough. With economic shifts demanding more scrupulous budgeting and quicker payback, diversification isn't just beneficial—it's necessary. 👉 Why Diversify? More channels mean more opportunities for testing, discovering potentially profitable new channels, and not putting all your eggs in one basket. When one channel stumbles, your strategy doesn’t have to. I’m excited to share insights on alternative mobile UA channels that are making waves in 2024. Also, thanks Media Bodies | Influencer Marketing Agency & Vibe.co for additional insights: Influencer Marketing: Discover how collaborations with mega-influencers like Mr. Beast (Jimmy Donaldson) can drive significant engagement and installs, as seen with the Top Troops by Socialpoint, which included custom assets and challenges to maximize ROI. Podcast Ads: Learn from successful podcast campaigns that utilize the trust and intimacy of this medium to boost app installs—insights backed by campaigns like those run by Tactile Games for Lily's Garden or Wooga for June's Journey. Connected TV (CTV): See how brands leverage CTV advertising to effectively reach massive audiences, highlighted by real-time optimized campaigns by Huuuge Games on different platforms. Strategic Partnerships: Gain insights from the unique partnership between Clash of Clans and Chess.com, which cross-promoted content to mutual benefit, boosting user bases significantly. Retail Media Networks: Get a peek at how major brands utilize spaces in retail media, from Amazon Advertising to newer platforms like inflight entertainment systems. These examples aren’t just theories but actionable strategies that have been implemented and tested in the market, offering you a clear pathway to diversify and strengthen your mobile UA efforts. 💬 I’d love to hear about your experiences with these or other innovative UA channels. Have they transformed your approach? What worked and what didn’t? Let’s exchange insights and learn together! 🔄 Engage, Comment, and Share this post to help others in our community stay ahead of the curve in mobile user acquisition strategies! 🔗 Dive deeper into each of these strategies by reading the full article here: The Art of Diversification: Alternative Mobile UA Channels for 2024 https://lnkd.in/dwjeKUNc #UserAcquisition #MobileMarketing #DigitalMarketing #RealWorldExamples #InfluencerMarketing #PodcastAds #ConnectedTV #StrategicPartnerships #TikTokMarketing #RetailMedia #MobileGames
375 komentarzy -
Meet Shah
80% of users on sports betting apps play for free but don’t win anything – unless they pay. Even after paying, with millions of users and only a few daily rewards, the chances of winning are extremely low – leading to loss of interest and engagement. This is the problem we’re solving with BeBetta. Our users don’t have to spend real money at all. They can earn digital currency on the app and use it to win rewards such as gadgets, luxury items, and experiences. We cater to Gen Z and millennials – a demographic highly sought after by D2C brands. So, most of our rewards come from collaborations with these brands. This model ensures a better user-to-reward ratio and offers partner brands direct access to our 4+ mn users. This month, we’re launching a new bidding model that guarantees every user has a fair chance of winning a reward or coupon. Stay tuned! #sports #entrepreneurship #gaming #startup
182 komentarze -
Ruslan Bangert
Dear Stretch Network Partners, Please allow me to inform you about additional changes that will take place in the global network on July 8. 🍀 All Heads-up tables will be removed 🍀 Badugi cash tables will be removed 🍀 Sonic cash tables will become 6-max 🍀 The minimum buy-in for Sonic Omaha cash tables will be 20 BB 🍀 Sonic Omaha 7 card cash tables will be added These changes apply only to cash tables and only to our Global Network. In your local networks, you decide your product strategy, but we would be happy to assist you in managing your local networks as well. If you need our help, please contact us. The above-mentioned changes are part of the new strategy for the Stretch Network Global Network, which prioritizes the comfort of novice players and casual traffic to maintain the proper balance of our ecosystem between amateurs and professionals. Caring for the ecosystem of the Global Network is our priority. The changes we are implementing now and will continue to implement will significantly improve the user experience for your players, extend their LTV, ARPU, and, of course, Revenue.
9 -
Carlos Pereira
NEW GAME TRENDING SUPERMARKET SIMULATOR (ROUND 2) In April, I published a post about the new trend of supermarket simulators 🛒 in the games industry. There I mentioned that this trend emerged on Steam (by Valve corporation) under the title "Supermarket Simulator", developed by Nokta Games. The trend quickly spread to the mobile market and spawned some hits, such as "Supermarket Manager Simulator" by Polish studio Digital Melody Games. 🇵🇱 At that time, the games that took advantage of this trend reached around 35MM downloads and US$512k in IAP revenue. What has happened since then? 🤔 Well… some gaming studios have read my post 🤣 and launched their versions of supermarket simulators. And studios that had already developed supermarket simulators, either in a different version to Nokta's game, also took advantage of the trend. 📈 (This is the case with "Hypermarket 3D", a Hypercasual simlutator published by Sunday and developed by Suji Games) The trend is still hot! 🔥 "Manage Supermarket Simulator" by Zego Studio has jumped to the top of the charts in recent weeks. 🔝 According to AppMagic, since March the supermarket trend has generated around 69MM downloads and US$1.1MM in IAP revenue in the mobile gaming market. Here's a list of the five most downloaded mobile games (from March to June 12th): 🥇 “Supermarket Manager Simulator” by Digital Melody Games. 🥈 "Hypermarket 3D" published by Sunday and developed by Suji Games. 🥉 “Manage Supermarket Simulator” by Zego Studio (iKame Global). 4º - “Retail Store Simulator” by Kosin Games. 5º - “Supermarket Simulator Game 3D” by Emir Tarek (Peace Games Studio). 👇 Scroll through the slides below to see some details about these games. 👇 - X - I've put together a list of the 30 most downloaded market simulator games in recent months. Interested in it? 🤔 Then follow the step-by-step instructions in the comments and access my private AppMagic dashboard. - X - This research was supported by Cost Center. Cost Center is a tech company that offers a powerful suite of tools for Mobile Publishers to optimize UA campaigns. 💪 Its portfolio includes amazing clients such as Amanotes and Lihuhu. 🏆 Do you like it? 🤩 Call my friend Yi Ting Ho She'll show you a demo. 😉 #gaming #gamedevelopment #HypercasualByCarlosPereira
481 komentarz -
Dmitriy Byshonkov
⚡️ Gaming Insights from the reports of last week (June 17 - June 21) 1️⃣ Games on Roblox has very poor retention according to Mobile/PC/Console standards. D1 is not exceeding 15% even for the best titles, and less than 1% of the users are staying after D30. That's the price you're paying for making content for a young audience, they're reactive and easily moving from one experience to another. However, the top 5% of games on Roblox do earn $7 per user in a year. And more than half get just $0,5 per user in a year. What can I say? The Roblox world is very different from the classic gaming market. Thanks to GameAnalytics! 2️⃣ PlayStation earned $830M on Steam in the past 4 years according to Video Game Insights The largest contributor is Helldivers II (34% of the overall revenue); Horizon: Zero Dawn & God of War are following (both have 13%). And when we look at the full picture it's not that much. Sony's Entertainment G&N business generated $29,4B only in the 2023 FY. It's 1-3% of the annual revenue, and this doesn't seem big at first glance, but for a mature business like PlayStation, this is a great addition. The interesting part is on the product level. Horizon: Zero Dawn earned about $120M on PC (out of overall $500M+) with the budget of the original game being rumoured $47M. A single port recouped the whole venture - and I'd bet that every company would want this for their title. 3️⃣ People do spend less money in games with toxic communities That's what the recent Nielsen & Take This, Inc. report tells. 21% of gamers spend less time in games where they experience harassment and hate language. 22% of male and 13% of female gamers also spend less on such games. While I can logically explain this, I'm curious if there is any direct correlation anybody has seen in their titles. It's hard to check it (because it takes years, and you're working on a game alongside the community), but I'd be glad to see a case study. More reports & insights in my weekly post: https://lnkd.in/dT8Sjh6w Full list of reports: 1. Tenjin: Ad Monetization in Mobile Games in Q1'24 2. Famitsu: Paper Mario: The Thousand-Year Door topped the Japanese retail chart in May 2024 3. Video Game Insights: How much money has PlayStation made by releasing games on Steam? 4. Sensor Tower: AAA Marketing in 2023 5. Take This, Inc. & Nielsen: In games with toxic communities, people spend less money 6. GameAnalytics: Key Roblox & Games for Roblox metrics in 2023
468 komentarzy -
Todd Harris
Are video games the future of entertainment? Yes, but... Also the NOW of entertainment. ◾ $57 Billion in US revenue ◾ $200 Billion in global revenue ◾ 3.09 Billion active videogame players ◾ Bigger than movies & music, combined. [Chart below from article on Sherwood News]
23437 komentarzy -
Jan Nadal
🎮 On this day in gaming history: 44 years ago, Pac-Man was released for arcade machines! Pac-Man, initially called Puck Man in Japan, is a 1980 maze action game developed by Namco for arcades, released in North America by Midway Games Manufacturing. Players control Pac-Man, who must eat all the dots in a maze while avoiding four colored ghosts. Eating "Power Pellets" turns ghosts blue, allowing Pac-Man to eat them for bonus points. Developed in 1979 by Toru Iwatani and his team, the game was designed to appeal to both women and men with its cute and colorful characters. Renamed Pac-Man for its North American release, it became a massive hit, spawning sequels, merchandise, TV shows, and the hit song "Pac-Man Fever" (I still recall that song by Buckner & Garcia). Pac-Man is now Namco Bandai's mascot and remains one of the highest-grossing and most iconic video games ever. Interestingly, it also inspired the nickname of a world-famous boxer from the Philippines. I recall my first time playing Pac-Man on the Atari 2600 console, a gift from my dad. It wasn’t arcade accurate, but the gameplay was sweet and kept me glued to the screen, munching on wafers and avoiding those pesky ghost monsters. I distinctly remember the satisfaction of gobbling up the ghosts after eating Power Pellets, racking up points—it was incredibly fun! 👻 What was your strategy? I used to follow a specific pattern, prioritizing eating all the wafers over chasing ghosts. To me, advancing to a new level was more beneficial than risking being caught by a soon-to-recover ghost. Pac-Man is definitely one of those games I'll never forget. 🕹️ #JBlaze #PacMan #GamingHistory #RetroGames #ArcadeGames #Game #Gamer #Namco #Atari
12 -
Dmitriy Byshonkov
⚡️ Gaming Insights from the reports of last week (June 10 - June 14) 1️⃣ Gaming companies laid off more people in 2024 than in full 2023. Layoffs keep being a heartbreaking reality of the industry we're working. 10,800 people lost their jobs in 2024 compared to 10,500 in 2023. I want to recommend everyone who is in search to check Amir Satvat's resources. And I wish all the talents will find a place to create further. 2️⃣ 74% of Russians are pirating games. Some of the revenue channels are going through Türkiye & Kazakhstan regions; some people do buy top-up cards to use in the US regions. But all in all, just for the Q1'24 by estimations, Russian gamers downloaded free games worth of $1,32B. That's a lot of money. The legal market exists too. It was valued at $550M in the same Q1'24. 3️⃣ Asia and MENA markets in 2023 were about half of the whole industry - Niko Partners Actually, it's 13 markets, which has such a big share (46,5%). Of course, you will find China, Japan, and South Korea among those. Niko Partners are positive about the future and predict that those 13 markets will grow to $97.1B in 2028 from the current $85.5B. The largest contributor to the pace will be India (+11,1% CAGR). It doesn't mean the actual numbers, though. More reports & insights in my weekly post: https://lnkd.in/dAXxtYXj Full list of reports: 1. Niko Partners: Asia and MENA Game Markets accounted for 46.5% of the Global Market in 2023 2. Newzoo: How Women play Games in 2024 3. Games & Numbers (29.05.24 - 11.06.24) 4. XYZ School: 74% of Russian Gamers are pirating games 5. Video Game Insights: Fallout TV Series generated over $80M in Incremental Revenue for Bethesda 6. Fandom: People and Games in 2024 7. GlobalData Plc: The Cloud Gaming Segment Will Grow 7 Times by 2030 8. There have already been more layoffs in 2024 than in 2023 9. GSD & GfK: V Rising Leads the UK Market in May 2024
41 -
Richard Dansky
One of the oldest bad-faith arguments about game narrative is "Well, Tetris didn't need narrative!" This is incorrect. Tetris didn't need very much narrative. In fact, it needed hardly any. But there was a smidgeon there, in the form of the little dude who came out and danced between levels, bringing to life all the Russian imagery on the game cabinet and manifesting the game's cultural origins. But the real issue isn't "did Tetris actually have a narrative". You can argue that until you're blue in the face but ultimately, it's not important. What is important is how that debate is used as an indiscriminate bludgeon, wielded in the name of a faulty argument. Half of that argument is that games started with gameplay and then added narrative later. This is, in many ways, completely backwards. Before you tell me that narrative was a late addition to game design, I would humbly ask you to consider the following titles: Planetfall, Zork, The Hitchhiker's Guide to the Galaxy, A Mind Forever Voyaging, and all of their many companions in the glory days of text adventures. Which, as you might recall, largely predated the days of advanced graphics and button-mashing gameplay. Their strength was in their narrative, the desire of the player to advance the story and see what happened next. Their gameplay was words. Narrative was there in the early days, and players embraced it. But more important is the false implication of the Tetris canard, which is to say that by definition a game must have lots of narrative or else it doesn't have any narrative at all. This is a manifestation of the "missing middle" fallacy, and it is a pernicious trap indeed. It's also complete horse hockey. Simply put, every game has an appropriate amount of narrative for the experience it is trying to achieve, and an appropriate way of manifesting that narrative. Sometimes it's a little (Ms. Pac-Man). Sometimes it's a lot (God of War: Ragnarok). Sometimes it's dialog (BG3). Sometimes it's strictly visual storytelling (Inside). The trick is zeroing in on how much narrative your game needs and applying the right amount in the right way. It is not and never has been an all or nothing proposition, except in the minds of those who don't think of narrative as anything other than lengthy cut scenes and huge amounts of dialog. Those of us who understand narrative know better. It's time to eliminate the use of the missing middle, retire the Tetris Canard, and engage in informed discussion as to how much narrative each game needs in a way that is easily understandable.
16137 komentarzy -
Jakub Remiar
Helldivers 2 has sold more than 12 Million units across PS5 & PC so far 🤑. It should be nearing around $500 Mil. gross revenue by this time 😱, being the fastest selling PlayStation game ever. We couldn't miss this incredible game on the podcast, so we played it in a special episode 😅, read the rundown here 😎. Arrowhead Game Studios started originally with Magicka 🧙♂️ in 2011, but you could clearly see its impact on Helldivers 2. This specific combination input is used in both this game and Helldivers 1 & 2 (as seen on the image) Magicka is a coop 4 players adventure game, where you go through the story with your friends, where fun is driven by spell combinations with its special button input and accidental friendly fire ☠. This formed the basis for Arrowhead success formula as you can see that from this point on, they are mastering this expertise of "4 player coop friendly fun game" The studio continued this similar setup with Gauntlet ⚔ in 2014 which is again a 4 player coop game and then Helldivers 1 in 2015 which again is a 4 player coop game. Nearly all of the mechanics/ lore and theme greatly translated from Helldivers 1 to Helldivers 2. Except that it is no more isometric view, but a 3rd person view. A similar shift was done when Warcraft 3 was translated into World of Warcraft . By 2024, the studio now has 13 years ⌛ of genre expertise in their unique genre, where they pretty much did a 4th game with the same overall setup. Therefore the success of Helldivers 2 is no accident, as it can be seen on the surface. Similarly how Larian Studios did the first entry into their Divinity RPG series already in 2002 and then used all those 21 years of experience and 6 released RPGs to create the giant success of Baldur's Gate 3. Helldivers 2 is also a hard earned victory for Arrowhead, after a long time of mastering their genre expertise. Join us as we talk about all of this with 🦩 Matej & Felix and shoot 🔫 some bugs in the process 😎 📺 Watch on YouTube: https://lnkd.in/eur4JjNX 🎧 Listen on Spotify: https://lnkd.in/egqbDQVN 🗣 Join the discussion in our slack channel: https://lnkd.in/eCfTUdu9 #gamedev #gamedevelopment #gamedesign #gameindustry #userexperiencedesign #userexperience #gamedeveloper #games #gameart #RPG #PC #Steam #Helldivers2 #Arrowhead #Sony
624 komentarze -
Chris Heatherly
From Sensortower's Q1 mobile market update...spending up on iOS 11.5% but Apps up 18% while Games up only 5.6%. Android spending was grew only 5.3% but all growth came from Apps while Games declined. In terms of share of wallet, Apps are taking share from Games on mobile.
51 komentarz -
Brett Nowak
Call of Duty: Mobile's web store, launched in January, is on track for a 30% acquisition rate of players to make purchases outside the app. The store's success can be attributed to several key factors. First, the web store offers 11-15% more in-game currency (CoD Points) compared to in-app purchases, incentivizing players to make purchases through the web. Additionally, clever price anchoring makes the web store discounts appear even more attractive. A 20% discount for first-time web purchases further entices new buyers to try the alternative payment method. CoD:M's team has effectively used social media posts to drive players to the web store, promoting new item or skin drops and reminding users of the benefits of buying through the store. According to Coda Payments CEO Shane Happach, whose company developed the web store, it's even converting players who hadn't previously bought in-app purchases. This strong start for CoD:M continues to validate web stores as a viable way for game developers to diversify payment options and avoid app store fees. As CoD:M and other games continue to optimize this model, it will be interesting to see how they further leverage web stores to enhance their monetization strategies. Subscribing members of the Profitability Report can read our full analysis here https://lnkd.in/gXA9AgBQ #gaming #mobilegaming #callofduty #codmobile #payments #ecommerce #gamedev #gamedevelopment #monetization
7710 komentarzy -
Laxmikant Thipse
Governments Target Gaming Addiction with Time Limits & Spend Curbs Is gaming getting out of hand? Governments are exploring: * Time caps to limit gaming sessions (like China's 1 hour rule for minors) * Spend restrictions to curb in-game purchases Read here: https://lnkd.in/dPeGfejh #GamingAddiction #DigitalWellness #GameCloud #LolzSoft
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Dmitriy Byshonkov
📊 Games & Numbers (12.06.24 - 25.06.24) 🎮 PC/console games ▪️From Software announced just days before the release of the Shadow of the Erdtree DLC that Elden Ring has surpassed 25 million copies sold. In February of this year, the company reported 23 million sales. https://t.ly/cgI5s ▪️Activision Blizzard boasted that their Crash N. Sane Trilogy has been purchased over 20 million times. https://t.ly/_xf8t ▪️Sales of Resident Evil Village have exceeded 10 million copies, taking 3 years to achieve this milestone. Total sales of the series have surpassed 157 million copies, with the best-selling game being the Resident Evil 2 remake, which sold 13.9 million copies. https://t.ly/uFglV ▪️The VR game Gorilla Tag has earned over $100 million since 2021. The game has been bought more than 10 million times, with an average session time of 60 minutes. https://t.ly/ozY4A ▪️According to GameDiscoverCo, Black Myth: Wukong has over 4 million wishlists on Steam, with 60-70% of them coming from China. During the 2024 Summer Game Fest, the game has been added to wishlists 854,000 times. https://t.ly/Otl1r ▪️The meditative building simulator Tiny Glade has garnered over a million wishlists. The developers shared their joy on social media. https://t.ly/oXn4Z 📱Mobile games ▪️Sensor Tower reports that Chinese users spent a staggering $270 million on Dungeon & Fighter Mobile in a month, excluding Android stores. Niko Partners revised their forecast for the project, increasing it from $1 billion to nearly $2.5 billion annually. In its first month in China, the game earned more than it did in over two years in Korea ($180 million). The game’s launch was even better than Monopoly GO!, and it’s only available in two markets. https://shorturl.at/dJDAz ▪️Summoners War: Sky Arena has earned over $3 billion in ten years. The game reached its 1st billion in August 2017, the 2nd in August 2020, and the third in June 2024. Over 90% of its revenue has come from outside South Korea. https://t.ly/gMxs6 ▪️Sensor Tower reports that Squad Busters has surpassed 44.3 million downloads and $28 million in revenue, though actual figures are likely higher. https://shorturl.at/1KdA2 ▪️Wuthering Waves has been downloaded more than 30 million times, according to its developer, Kuro Games (https://t.ly/6p72Z). AppMagic reports a figure three times lower but doesn’t account for alternative platforms. The Chinese portal GameLook estimated that the game earned $137.8 million in its first month. https://t.ly/CEIKm ▪️Zenless Zone Zero has broken the record for pre-registrations held by Squad Busters. In a month and a half, the project has attracted over 41.5 million users. At launch, Honkai: Star Rail had 31 million users and Genshin Impact had 21 million. https://t.ly/IEeeQ ▪️According to Sensor Tower, Solo Leveling: Arise has earned over $70 million in its first month. Of this revenue, 39.4% came from South Korea, 16.9% from the USA, and 15.6% from Japan. https://shorturl.at/wJCJs
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Myke Parrott
The Gaming market is turning. Slowly. Late 2023 and into 2024 has been a perfect storm; *post-Covid corrections *domino effect of lay-offs *sky-high interest rates *war Not to mention a tentative market waiting for elections in the US and UK, plus a decline in VC-funding… However, an excellent post from Amir Satvat last week indicated: *weekly layoffs have halved from peak levels *13 out of 20 job categories have seen an increase in hiring *increased stability in gaming positions Anecdotally, we have seen; *huge demand for our services at CodeDev (Unreal Engine Co-Dev specialists) *significantly more new Gaming jobs being posted on LinkedIn, especially in the U.S. *a general expectation from Studios that they will need more great people in H2 *multiple GameLogic clients have reached out for hiring support in the last 2 weeks *much more stability in the general Tech market last Q (as Amir points out). I believe the Gaming market follows ‘general tech’ by 3-6 months… I predict a slow but general upturn for the rest of this year, with a further acceleration towards the end of Q1 in 2025. Here’s hoping 🙏 Keep going everyone!
614 komentarze -
Anton Gorodetsky
The InvestGame team is pleased to announce the release of the Q1’24 Global Gaming Deals Report, once again offering insights into the gaming industry’s current market dynamics! Key Findings: — Despite minimal growth, significant layoffs, and volatile stock prices, seed investment remains stable, showcasing resilience amidst market volatility. Series A and subsequent rounds have declined, with a notable shift in investor focus from mobile to PC and console platforms. — Equity market challenges persist with high-interest rates and a lack of significant gaming IPOs since mid-2022, affecting late-stage investments and limiting exit options. — Meanwhile, major public entities focus on share buybacks and are not rushing to make large M&As, with many announcing layoffs and restructuring businesses. Midcap M&A will likely grow amid present investor-friendly terms, PE’s increased interest in the space, and improvement in gaming stocks throughout the year. We anticipate a potential stabilization in dealmaking activity, which may exceed pre-pandemic levels. This report highlights a period of strategic recalibration, focusing on capital efficiency and sustainable growth amidst ongoing economic pressures. Find out more in the full report (linked in the comments)! #investgame #gaming #investing #venturecapital #gamingVC #gamingindustry
365 komentarzy -
Dmitriy Byshonkov
⚡️ Gaming Insights from the reports of last week (June 24 - June 28) 1️⃣ Mobile users are not interested in AAA PC/Console games Thanks to the numbers provided by Appfigures & AppMagic, we see that mobile ports of AAA PC/Console titles do not perform. We're speaking of Resident Evil 4; RE: Village; Death Stranding & Assassin's Creed: Mirage. All of them are great games, but the best they've got is $212k in revenue and 10,6k copies sold (Death Stranding). What are the reasons? There are multiple reasons. First, the audience is very limited (iPhone 15 Pro users). Second, it feels, that people who would like to buy a $20-60 title on Mobile, also can afford a gaming PC or a console. Third, it's far from the best experience. However, we have seen cases when Premium PC titles performed well on Mobile. But most of them are session-based indie games. And for such titles, it makes sense to think of the Mobile version. 2️⃣ Steam is growing; 15% of users are using gamepads; users probably spent $19B on games they never played. There has been a lot of Steam news recently. Valve shared that the number of users that use gamepads increased from 5% (2018) to 15% (now). Xbox controller is the most popular one (59%). PCGamesN calculated that Steam users spent $19B on games they never launched. The calculation didn't take into account sales, and it's a big approximation, but still. Even if it's several billions - that's a huge amount of cash people might've spent differently. A beauty of the B2P business model, right? Last but not least - Steam is showing impressive growth numbers. It's been just shared at the latest Nordic Game. 3️⃣ Shadow of the Erdtree launched better than a lot of new games Stream Hatchet shared that Elden Ring's DLC had 46.2M hours watched in the first 4 days. It's more than monthly viewership on Twitch for Apex Legends or Call of Duty: Warzone. Impressive. The full list of reports is here: https://lnkd.in/dfdFVsKr
316 komentarzy -
Michael Herriger
Roblox has cemented its place as a powerhouse in the gaming world, with a staggering 77.7 million daily active users (DAUs) as of Q1 2024. This growth, ranging between 17%-20% year-over-year, highlights its expanding influence and massive global reach. 🌎Global Presence: Roblox’s user base spans the globe: US and Canada: 15.6 million DAUs Europe: 20 million DAUs APAC: 17.2 million DAUs Rest of the World: 18.7 million DAUs For brands with a global footprint, Roblox offers an unparalleled opportunity to engage a diverse audience. Successful brands like Gucci, FIFA, and Barbie are already leveraging this platform to enhance their global presence. 💹Revenue Insights: In Q1 2024, Roblox generated $801.3 million in revenue, with significant contributions from the USA, Europe, and APAC regions. This underscores the platform's potential for substantial global monetization. 🎯Audience Demographics: Roblox's audience is primarily Gen Z and Gen Alpha, with 57.8% of users over 13 and a rapidly growing 17-24 age group. This demographic is a key reason why brands like Lamborghini and Adidas And with a nearly equal split between male (51%) and female (44%) users, Roblox provides a balanced platform for inclusive marketing strategies. Roblox's blend of global reach, youth engagement, and gender inclusivity makes it a prime destination for brands looking to innovate and connect with a diverse audience. Now is the perfect time for brands to explore the limitless possibilities Roblox offers. If interested in learning more please reach out or visit www.atlascreative.com Huge shoutout to @stephendypiangco for the breakdown in his latest blog. You can find the full article here: https://lnkd.in/eaUK4vhS #Roblox #BrandEngagement #DigitalMarketing #GamingIndustry
171 komentarz -
Christopher Anjos🎗️
Live service updates in a narrative driven expansion? Now I’ve seen it all. The Elden Ring DLC, "Shadow of the Erdtree," received a "Calibration Update" to balance its difficulty. - Despite positive critic reviews, some players found it too difficult, resulting in mixed reviews on Steam. - The new update strengthens early upgrades in the Shadow Realm Blessings system, providing more damage and damage negation earlier on. - The final upgrades in the system are also slightly more impactful. - Future patches will include further balance adjustments and bug fixes. These changes should make the DLC's early stages less challenging.
101 komentarz -
Dmitriy Byshonkov
⚡️ Gaming Reports - June 3 - June 7 (2024) 👉 Newzoo highlighted top-20 PC/Console games of April'24 by Revenue and MAU - Manor Lords (#5 in revenue ranking) and Content Warning (#12) had a very solid start. Fallout 76 made it to the top 20 with all transmedia efforts too. - Two out of 3 PlayStation new titles in top-20 by revenue are from Microsoft - Sea of Thieves and Grounded. - Fallout 4 had a huge comeback in an MAU rating. It wasn't in rating by Revenue, so I assume a lot of people just opened their catalog after watching a TV series. 👉 Sensor Tower (first one with data.ai (by Sensor Tower)!) shared a Q1'24 report on the Mobile market. Great as always. The report, I mean, not the status of the market. - The gaming market reached $20,3B on Mobile in Q1'24. It's Gross and without China Android stores. +2,9% YoY, but that's... a little behind non-gaming 19,4% growth. - MONOPOLY GO! was coronated as a top-grossing title in a single quarter with $770M. Previous record was set by Honor of Kings with $765M in Q2'21. - Spend on digital ads in gaming in Q1'24 in US & Canada felt by 19%. Won't expect those regions to grow massively in the future. 👉 Thanks to AppMagic I was able to check how the Mobile top by Revenue and Downloads looked like in May'24 - Dungeon Fighter Online Mobile had a very successful launch in China with $63,7M Net Revenue in less than 2 weeks only on iOS. - Solo Leveling: Arise was quite big with 18.2M downloads. - Aside from this, it's been quite stable. Next month I'd expect Squad Busters to a top-1 by downloads; but curious how high the game can jump by revenue. Mentioned reports (& more) are available here: https://lnkd.in/gTTn4vej
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