~/talk

From Head Ball 1 to Head Ball 2: How it Became a Multi-million Dollar Game

Talkat Pocket Gamer Connects Digital #2 · 2020-06-08..06-12· [data-engineering]
links:none on file
slides:none on file

Head Ball 1 reaches 40 million lifetime installs with ~1M DAU and ~70% organic but suffers very low LTV; Head Ball 2 swaps direct purchase for gacha card packs plus character upgrades, skins and skill slots, builds an in-house LiveOps system with advanced segmentation and personalization, and uses Amplitude + Tableau for analytics. Segmented/personalized events lift matches per day ~30–35%, installs grow to ~55M, and the title achieves a 5x LTV increase, enabling seven‑figure monthly UA spend.

AI-written summary · about

  1. 0:00Intro
  2. 1:23Who am I
  3. 3:02What is Head Ball
  4. 4:19Head Ball 1
  5. 5:07Head Ball 2
  6. 6:03How to Increase LTV
  7. 6:42Head Ball Core Loop
  8. 7:50Head Ball 1 Changes
  9. 8:54Head Ball 2 Changes
  10. 10:03Upgrade System
  11. 11:09LiveOps
  12. 13:59Game Context Updates
  13. 15:33Config Updates
  14. 16:21Limited Time Events
  15. 17:06Weekend Events
  16. 17:34Personalization and Segmentation
  17. 18:58Store Merchandising
  18. 20:48Big Data
  19. 21:38Product Team
  20. 22:14What Did We Achieve
  21. 23:36Summary
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