Superstar Session: Publishing Isn’t ‘One Size Fits All’ - What Does Your Game Need?
summary
CrazyLabs presents concrete playbook: company claims 4.5 billion downloads, works with 350 developers, and cites hits like DIY Makeup (~60M), Phone Case DIY and Tie Dye (90–110M+). Testing follows a strict funnel—CPI then Day 1 then Day 7 funnel—with 4–8 week timelines and scale tests. Case studies show publisher-driven choices (focus creatives, remove an extra end-of-level click to boost retention at 80–90%), creation of a gradient look and a proprietary smearing technique, and an accelerator network (Crazy Hubs in India, Israel, Turkey, Serbia, South Africa).
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chapters (7)
- 0:00Start
- 1:25Hyper-Casual Lab Games
- 3:05Hyper-Casual Games - Example Videos
- 5:00CrazyLabs Publishing Process
- 6:39Sculpt People
- 11:20DIY Makeup
- 14:45Phone Case DIY
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