~/talk

The Game Designer's Toolkit: What It Should Be

TalkinRussianat Games Gathering Odessa 2019 · on Monday, 2019-08-05· [game-development]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Game designer's features
  2. 1:05Metric questions
  3. 2:52ARPU breakdown growth
  4. 5:25ARPU components growth
  5. 7:57Benchmarking as tool
  6. 9:32First-week conversion
  7. 11:46Competitor matrix analysis
  8. 14:33Must-have features
  9. 15:57Storing features
  10. 17:42Building competitor collection
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