
Sign up to save your podcasts
Or


- 0:31 How did Ido get into the video game industry?
- 4:03 Going from a data-driven company to a fast-paced company?
- 6:40 What did Ido’s VP of GameOps role look like at Voodoo?
- 10:50 Can liveops can be done in hyper-casual games?
- 17:40 How does liveops translate into an ad-based game?
- 22:34 Learning from failures
- 30:36 How to brainstorm solutions to problems?
- 32:59 How to learn from churned players.
- 40:35 When to consider killing your game.
- 49:56 How to keep more players around longer.
- 1:34 How did Luiz get into the video game industry
- 5:38 What is the secret to launching great games?
- 8:25 How to know when your game isn’t working?
- 14:51 Validating your game’s concept.
- 21:02 What to look for during a playtest.
- 24:16 Best way to approach a soft launch
- 35:42 How to gather realistic data
- 39:00 Rules for soft launch.
- 41:30 Should you seek advice from people that stopped playing your game?
- 47:33 Monetization within a soft launch.
- 50:54 How to keep more players around longer.
(1:25) How did Aaron Morley get into the gaming industry?
(8:01) What does a product manager even do?
(12:04) How to intermediate for your monetization team and product team.
(17:34) Yearly planning.
(21:54) Changing your game once it is established.
(29:56) Extinction Mode/rebooting your late game economy.
(43:28) Using quantitative and qualitative data to improve live performance.
(48:46) How to keep more players around longer.
- 0:45 How did Mikael Silvennoinen get into the video game industry?
- 3:06 How his background as a chef impacts his career in video games.
- 5:08 What does he define player experience?
- 6:19 How to accommodate all the different things that different players want.
- 7:53 Effective ways to communicate with players.
- 8:59 The challenge of localization.
- 10:20 Communication errors and how to prevent them.
- 13:46 Providing a good customer service experiences.
- 15:40 Using forums or discord to gain player feedback.
- 22:59 Acquiring player feedback through surveys.
- 28:55 Using Social Media to engage with players.
- 32:09 Marketing campaigns.
- 35:10 How to keep more players around longer.
- 0:50 How did Alok Kumar get into the gaming industry?
- 6:27 Was briefly leaving the gaming industry helpful?
- 8:06 How does Alok Kumar approach psychology?
- 13:40 The psychological impact on players
- 17:35 How does psychology help game design?
- 20:11 Intrinsic motivation vs extrinsic motivation.
- 29:51 Reinforcement theories in game design.
- 33:32 How to keep more players around longer.
- 1:19 How did Olesja Marjalaakso get into the gaming industry?
- 9:56 What has she learned along her way about the gaming industry?
- 13:26 What should a co-founding team look like?
- 15:47 Deciding what game to build.
- 22:08 Testing your game's concept
- 28:47 What to do after creating a game concept and nailing down the gameplay.
- 35:52 How to keep more players around longer.
- 1:19 What got Jakub Remiar into video games?
- 4:17 Does he utilize his background in psychology when designing a video game?
- 7:16 What is the best way to get a game to global launch?
- 13:13 When is the best time to do a play test?
- 19:50 Is a PNG approach a good way to innovate?
- 27:36 When should you start thinking about monetization?
- 30:39 Battle Passes
- 32:35 Using LiveOps to test your content treadmill during soft launch.
- 35:45 Ideal launch timeline.
- 38:37 Signs you need to kill your game.
- 42:44 How to keep more players around longer.
On today's episode of Mastering Retention, Peter Pawan (Co-Founder Of Super Huge Studios) talks with Tom about his journey through the video game industry, starting a studio from scratch, and much more!
Episode Highlights:
- 0:54 What started Peter’s love for video games?
- 3:40 Peters outlines his professional journey in the video game industry.
- 7:40 What kind of games are you making at Super Huge Studios?
- 9:38 Starting a small game studio from scratch.
- 14:50 Testing a product before building it.
- 18:27 How to learn from your target audience.
- 27:38 Learning from peripheral players.
- 33:39 What technology is needed to create your game or game studio?
- 40:59 Amplitude VS Delta DNA.
- 44:29 How to keep more players around longer.
- 0:22 How did Carson Taylor get started in the business?
- 6:02 Has Austin, Texas become a gaming hub?
- 11:43 Remote Working vs In Office working.
- 17:00 Computer Science
- 22:05 Is learning “Sequel” a key to success for Product Managers?
- 26:53 An example of a time where “Sequel” made a profound impact.
- 31:42 A/B Testing in the video game world.
- 40:22 At what stage of development is it appropriate to do A/B testing?
- 43:32 What is the right way to A/B test live ops events?
- 48:42 How to keep more players around longer?
On today's episode of the Mastering Retention podcast, Stanislav Stankovic, Creative Director at EA, sharing with us a great deal of his experience with games and game development.
To read his Medium articles, please visit here.
Episode highlights:
From the publisher's feed