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Turbine Games Consulting

Game Product Management, Analytics and Monetization

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Category: Blog

12/04/2023 Matthew Emery

The A/B Testing Playbook For Mobile Games, Part 2: Statistical Significance Testing

In the first article in this series: The A/B Testing Playbook for Mobile Games, Part 1: Structuring the Experiment, we discussed the different types of A/B testing (also known as “split-testing”), how to properly structure experiments, and the most common …

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02/10/2023 Matthew Emery

The A/B Testing Playbook For Mobile Game Growth, Part 1: Structuring the Experiment

About our articles and guides In our work on 100+ games with 80+ game teams, there are some challenges that we encounter again and again. Over time, our experiences naturally evolve into generalizable best-practices. In these articles, I attempt to …

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11/09/2021 Matthew Emery

The IAP Merchandising Playbook, Part 3: MVP Store Design (V2.0)

Wireframes and best practices for building a minimal viable product for your in-game mobile free-to-play game store

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11/17/2020 Matthew Emery

The IAP Merchandising Playbook, Part 2: Visual Hierarchy

Top-grossing mobile games use visual hierarchy to guide players’ purchases. Here’s your playbook for visual hierarchy in IAP stores!

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10/09/2020 Matthew Emery

The IAP Merchandising Playbook, Part 1: Special Offers that Sizzle

In mobile games, IAP Merchandising is an area where best-practices are well established. Here’s your checklist for creating IAP Special Offers that sell!

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10/09/2020 Matthew Emery

What is ‘IAP Merchandising?’

Successful free-to-play mobile games use effective IAP Merchandising. But what does that actually mean, and what are its components?

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04/22/2020 Matthew Emery

Getting more with less: 6 high-yield design patterns for F2P games

“We have tons of ideas, but what should we do first?” Having worked with over 30 game teams as a product consultant, I’ve been surprised by how often developers fail to frame the prioritization problem correctly. As a result, I’ve seen …

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10/09/2019 Matthew Emery

How to Fail in F2P Mobile Games, Part III: Vague Product Goals

Previously, in “How to Fail in F2P Mobile Games…” In Part II of “How to Fail in F2P Mobile Games” we touched on three distinct approaches to product and feature design: Adapting Proven Solutions, Forward-Innovation, and Pure (blank slate) Design. Now, in …

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08/22/2019 Matthew Emery

How to Fail in F2P Mobile Games, Part II: Undisciplined Innovation

The F2P Designer’s Dilemma Like many mobile game PMs and designers, I cut my teeth in premium console game production. Down in the trenches, creative decision-making flowed freely, and we were blissfully ignorant of and unperturbed by broader business realities …

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06/07/2019 Matthew Emery

How to Fail, Part 1: Start Without a Business Case

As we know, 95% of mobile F2P games are unprofitable. After working on 80+ mobile projects with 30+ game teams, I’ve seen these odds play out first-hand. It’s quite understandable. Building a modern mobile game product is no easy feat! …

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Recent Posts

  • The A/B Testing Playbook For Mobile Games, Part 2: Statistical Significance Testing
  • The A/B Testing Playbook For Mobile Game Growth, Part 1: Structuring the Experiment
  • The IAP Merchandising Playbook, Part 3: MVP Store Design (V2.0)
  • The IAP Merchandising Playbook, Part 2: Visual Hierarchy
  • The IAP Merchandising Playbook, Part 1: Special Offers that Sizzle

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