Blood, Sweat and Post-Release Game Design
summary
Vadim Sivolap from Plarium explains how to run game design for a live free-to-play project after launch. He covers post-release design techniques to meet KPI targets, how to prioritize which features to focus on, and offers practical rules and a checklist-style formula to avoid missing important design tasks.
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chapters (13)
- 0:00Introduction
- 1:10About Plarium
- 5:21Sound in presentations
- 5:41Audience poll
- 8:11Post-release challenges
- 9:59Creator's goal
- 14:41Good game design
- 19:19Feature integration
- 20:25Monetization and live ops
- 24:58Future risks
- 25:40Feature hand-off
- 29:45Checklist
- 33:41Post-release tips
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