How Voodoo hit Five Billion Downloads
summary
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.
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chapters (12)
- 0:00Introduction
- 1:00The Science of Publishing
- 2:40Todays Topics
- 3:24How we work with studios
- 6:28What we do
- 15:28Early learnings
- 16:38What makes 2021 different
- 17:41High engagement games
- 19:14Extended reach
- 20:16UK games industry
- 22:18Working with studios
- 24:01Moving away from hyper casual
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