Panel: Best Practices in Design, Development & Distribution of Hypercasual Games
summary
Panel distills concrete practice: teams build rapid prototypes in days tracked on Trello with “movie strip” briefs, run Facebook creative tests, then soft‑launch US (sometimes China) to measure CPI/IPM/retention/LTV before scaling. Decisions cut on numbers — kill most concepts, keep the outliers — with A/B tests, playable creatives and non‑intrusive in‑play / rewarded ads. Studios ship large volumes (dozens–hundreds of prototypes), expect high failure rates, and revive concepts after months if metrics improve. Examples: Kadescape and Mr Bullet as long‑tail outliers.
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chapters (19)
- 0:00Introduction
- 1:27Welcome
- 2:56Introductions
- 8:40Design Guidelines
- 12:53Mix Approach Approach
- 16:21Validation
- 20:15Monetization
- 26:51How many games
- 28:59Lack of established studios
- 30:16Developers stumbling
- 32:28Can developers remain cut off
- 35:21Publishing and distribution
- 38:24Admix
- 39:33Distribution
- 41:17QA Question 1
- 42:03QA Question 2
- 44:00QA Question 3
- 45:14QA Question 4
- 46:59QA Question 5
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