~/talk

Data-Based Decision Making Throughout Your Game's Lifecycle

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Explains how to turn public signals into concrete projections: uses a rule of thumb of 40–70× reviews → estimated units sold, tracks review/day ratios, mines platform top-seller lists by doing a simple weekly top 50 scraping to spot discount or DLC lifts, and compares press-reported sales (example: 4 million units over ~625 days). Describes running remote concept tests (example: usertesting.com character survey with 30 players), A/B capsule-art changes, and correlating discount windows with daily unit spikes.

AI-written summary · about

  1. 0:00Intro
  2. 0:26Data-Based Decision Making throughout Your Game's Lifecycle
  3. 2:52I'm Alexis Miller and I love data
  4. 6:01Prototype/Concept Phase
  5. 9:02There are public sales numbers if you look for them
  6. 10:41Start with public ranking charts like top sellers
  7. 11:47Then turn that data into super useful insights
  8. 15:49Analyze common themes from both positive and negative reviews, from successes and flops
  9. 17:54There's never too much information about competitors
  10. 19:30Test early concepts with players with surveys or interviews
  11. 20:26Simple online survey gave great direction to character choice
  12. 22:09Production/Development Phase
  13. 23:20You don't need your own research department to access player personas and market data
  14. 25:02But if you have more time, you can mine existing reports for greater Insights
  15. 29:28Test store assets and marketing material
  16. 33:00Here's some basic steps and tips for creating projections
  17. 34:17Seasonality and discounts are extremely important context for setting sales expectations
  18. 35:13Post-Launch Phase
  19. 35:39If everything is a priority, then nothing is a priority
  20. 36:36Pay attention to discounts!
  21. 37:55Cultivate a data-friendly culture within your team
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