Doing Good is Hard! - The Challenges of Making Games 4 Good
summary
A studio builds a physics-based casual called Planet Patrol aimed at 30–35+ puzzle players and promises 50% of profits to charity, arguing that mission-driven games lower acquisition costs; early Facebook test launches show a lower CPI in UA tests but no large user base yet. Investors worry about profitability and transparency, Apple forbids charity claims in-app, and Facebook limits ad wording, so the project pivots to small NGO pilots, influencer-driven campaigns, equity-funded charity pools and corporate sponsors while planning a soft launch.
AI-written summary · about
chapters (7)
- 0:00Start
- 0:34The Challenges of Making Games for Good
- 2:58Launch Trailer of Angry Birds
- 13:14Race against Slime Campaign
- 15:19Challenges Regarding the Partnerships
- 16:58Direct Donations
- 18:39Company Sponsors
related talks
17mBuilding a Long-term Gaming App Business: Applying Lessons of the Past to Power Your Success
21mGames company bootstrapping
20mMobile free-to-play fundamentals
43mGame Developers Life Lessons
59mMaking Games Is Easy. Getting Paid Is Hard
32mDesigning with Heart and Head
20mInstant Games - The Good, the Bad and the Future
13mHow to use your mobile game for good
