The Game Designer's Toolkit: What It Should Be
summary
A Plarium Live Ops manager explains how game designers should build and use a toolkit of gameplay features to raise ARPU (average revenue per user). The talk covers how to collect and organize possible mechanics and systems, decide which to apply for a given project goal, and demonstrates the approach with practical examples from the speaker’s projects.
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chapters (10)
- 0:00Game designer's features
- 1:05Metric questions
- 2:52ARPU breakdown growth
- 5:25ARPU components growth
- 7:57Benchmarking as tool
- 9:32First-week conversion
- 11:46Competitor matrix analysis
- 14:33Must-have features
- 15:57Storing features
- 17:42Building competitor collection
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