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Game Product Management, Analytics and Monetization

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Turbine Games Consulting

Game Product Management, Analytics and Monetization

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Category: Blog

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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05/22/2019 Matthew Emery

Why Raid: Shadow Legends will surpass $250m

Introduction If you played any mobile games during the months of March or April 2019, you likely saw an ad (or twenty) for a game called Raid: Shadow Legends (from Israeli developer Plarium, of Vikings: War of Clans and Lost …

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03/07/2019 Matthew Emery

Do you know your game’s spend depth?

The topic of Spend Depth comes up often with my free-to-play, mobile game clients, so I thought I’d share some high-level thoughts on the topic. To start, spend depth means exactly what you think it means- the depth of spend that is possible in your game, …

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07/26/2018 at2018

Game Analytics III: What you need to know about your users

This is the third part in a multi-part series discussing best-practices in product management and analytics for mobile games. Game Analytics Part I: DON’T Measure Everything Game Analytics Part II: Just Track These 6 Behaviors Standard disclaimer: As before, this …

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Recent Posts

  • The IAP Merchandising Playbook, Part 2: Visual Hierarchy
  • The IAP Merchandising Playbook, Part 1: Special Offers that Sizzle
  • What is ‘IAP Merchandising?’
  • Getting more with less: 6 high-yield design patterns for F2P games
  • How to Fail in F2P Mobile Games, Part III: Vague Product Goals

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