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Panel: What are the Things You Wish You Knew When You Started Developing Your Games

Panelat Pocket Gamer Connects London 2020 · 2020-01-20..01-21· [career-development]
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name:Jiwon Kim
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Panelists give practical takeaways: early choice to share XP by damage contribution increases player satisfaction and lifetime, launching a live‑ops free‑to‑play in 2009 keeps a game earning after ten years, under‑investing in paid user acquisition costs what would have been roughly hundreds of millions in lost revenue, always add 50% time buffer to schedules, draft founder exit rules up front, iterate fast with a small hardcore test group, and build a culture that enforces rest to avoid burnout.

AI-written summary · about

  1. 0:00Start
  2. 1:34Introductions
  3. 3:07John King
  4. 19:16What Decision Would You Change
  5. 24:06When Is the Time To Leave Your First Company
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