DoF just published a deep analysis on Battle Passes where I deconstruct its key components, share some tips on how to balance them, and provide my ideas on how they may evolve.
Brief review of the Google x DoF event recently held on Istambul, thoughts on Turkish game dev scene and more!
I team up with Ethan Levy from DoF to deconstruct this game that merges free-to-play with play-to-earn!
Supercell’s take on autochess adds several innovations over their classic formula.
But is it top-grossing material? Let’s find out…
It was destined to be the MOBA that everyone would play, but it failed to generate significant revenue or engage.
We examine why.
Based only on the original trailer, I’m going to try to anticipate Clash Mini’s gameplay…
Will I be right on my predictions?
A fun and well crafted music game where Supercell acts as publisher?
DoF teams up with me to see if it can make it to the big leagues.
I team up with the top blog in mobile industry to analyze the latest game by Supercell…
Can it be a $1B hit or not!?
On September 16th 2021, I will be hosting the PocketGamer.biz MasterClass on Game Design.
This article explores several of its contents.
An introduction to my recent talk about F2P game pricing (and followup article).
Links to both are inside the post!
Second article about Legends of Runeterra, the CCG by Riot Games.
This one explores its gameplay mechanics, how the game has solved the problems of its closest competitors, and which are its key innovations.
First of a trilogy of articles that breaks down Legends of Runeterra, the CCG by Riot Games.
This one reviews the genre market status, Runeterra’s position on it, and future perspectives.
Not an article, but rather a quick update of what I am doing this month: GDC, Level Up 2021, Euler Tools and more!
Predictions & thoughts on each of the new Clash games announced by Supercell.
Will they become hits?
Quick analysis and first impressions of this new free-to-play MMORPG based on the Magic franchise.
Autochess was the hottest gaming trend in 2019, but not anymore.
We explore its history, market status and audience, and the design flaws that stopped it from becoming the new MOBA.
Currencies are the pillar of every F2P in-game economy…
But what types of currencies are out there, and which ones does your game need? Let’s find out!
Set the currencies for your game, their unitary prices and how to avoid their future devaluation…
If you’re struggling with any of these topics, I’m coming to your rescue!
Should you run discounts on your IAPs? How?
We answer that and share some tips on how to detect and avoid avoid negative effects from offers.
Currency packs are the core of the monetization of any F2P mobile game.
We share some of the key concepts, techniques and ferengi tricks involved with their creation and balancing.
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