~/talk

How Voodoo hit Five Billion Downloads

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slides:none on file

Company claims five billion downloads and explains the concrete pipeline behind it: weekly coaching for studios, a data-driven funnel to avoid false negatives, and dedicated teams — launch ops and CPI squads, UA, creatives and monetization — that scale winning prototypes. Core numbers: a lean 12-person publishing bench that guides studios, a ~400-person company for global distribution, and repeat hits like Helix Jump and sequels that validate the process. Expands reach via partnerships (Snap, Amazon Prime) and prioritizes high-engagement titles in 2021.

AI-written summary · about

  1. 0:00Introduction
  2. 1:00The Science of Publishing
  3. 2:40Todays Topics
  4. 3:24How we work with studios
  5. 6:28What we do
  6. 15:28Early learnings
  7. 16:38What makes 2021 different
  8. 17:41High engagement games
  9. 19:14Extended reach
  10. 20:16UK games industry
  11. 22:18Working with studios
  12. 24:01Moving away from hyper casual
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