• How Aiming used Tapjoy offerwall to boost engagement rate by 80%

    Aiming Inc. is a Japan-based game developer responsible for hits like Dragon Quest Tact and CARAVAN STORIES. They wanted to bring in more revenue from their newest hit, Charast Magical Academy a spin-off app of the hit game "CARAVAN STORIES, but had never used an ad monetization model - so the ironSource team helped them get started.ironSource’s Yusuke Toyoshima and Shuichiro Mine sat down with Aiming, to learn all about why they chose ironSource rewarded video and the Tapjoy offerwall, what they learned, and how they managed to boost their engagement rate 80% in the process.Choosing to work with ironSourceMine: This was the company’s first time using ad monetization, right?Saito: Yes. Aiming has a stance that when we see good market trends, we want to adopt and test it by ourselves - so it was only natural to start monetizing with ads. Originally, our company specialized in midcore games, but there were already many competing apps in the market. To generate a stable source of revenue, we decided to develop a hybrid revenue modelbased on "CARAVAN STORIES," which already has a large fan base.Mine: Now you’re monetizing with ironSource and using Tapjoy’s offerwall - why did you decide to go with us?Sakaino: This was our first time integrating ads into our app, so we needed a platform that offered extensive support and a full suite of products. We compared companies from all over the globe, but ironSource was the only one completely that fulfilled our needs.Yusuke: We're glad you chose us! Sakaino: We felt the support immediately - the ironSource quickly responded and drafted financial projections for us.Mine: Publishers who integrate ads in their apps for the first time often don’t have enough information about performance benchmarks. Since ironSource has experience across all game genres in Japan and globally, we can provide our customers with practical ad monetization plans.Sakaino: There were other local options with good products for early-stage companies, but we wanted to get as much operational know-how as possible. That's why we chose ironSource - they offer a variety of report data with a UI that allows us to intuitively understand what’s important at first glance. There was a strong connection between Aiming’s attitude of "challenge new trends and accumulate know-how" and ironSource's push to "provide actionable data for publishers."Mine: At ironSource, we care about providing actionable data. In the long run, we think it is very important to understand the factors behind fluctuations - not be overwhelmed by the ups and downs of CPMs. Ad revenue is always important, but what’s most important for publishers is the success of the game itself. We provide data in a format and UI that every publisher can understand - not just the specific person in chargePerforming beyond expectationYusuke: How was the integration process?Sakaino: It took about two weeks to develop and integrate rewarded video and offerwall into our game. Since the dashboard was easy to understand, even for beginners, we were able to issue and set up placements in one day.Suzuki: From the planning phase, everyone on the team had a shared strategy of how to put ads into our game - so I think it went really smoothly.Mine: I feel that your monetization and game management teams work seamlessly together. For many publishers, this can be challenging - different teams usually have different goals and opinions.Sakaino: Since I joined the project, from the game planning phase to leading ad monetization, I think everyone, including the development team, shared a common goal.Suzuki: It may seem unusual to have someone in charge of ad monetization during the planning phase. Normally people tend to give higher priority to their own department, so perhaps our company's strength is the way that each department can share and coordinate all goals.Yusuke: How was the ad revenue performance?Sakaino: The result was much better than we expected. eCPM for ironSource rewarded videos was more than double our original estimation, and engagement rate reached 80% - even though our original estimation was 65%.Mine: Since the players are mainly from "CARAVAN STORIES," the user quality may be different from the other casual game players. If your game has been around for a while and has a certain income level, eCPM might be higher as a result.Sakaino: I think that’s right.Suzuki: Since the game story is a prequel about the lives of popular characters, fans are highly motivated to play.Mine: It's a successful app strategy for using IP.Sakaino: Tapjoy’s offerwall also performed better than we originally expected. Especially in the beginning, it performed better than the rewarded videos.Yusuke: Since Offerwall provides bigger rewards than rewarded videos, it’s particularly compatible with games that have many users who are willing to pay.Saito: In particular, Android has good KPI compatibility with the offerwall. Android users usually have a lower retention rate, but the offerwall increased revenue and stabilized it.Showing ads to domestic and global usersMine: Did you get any negative user feedback about ads?Sakaino: I don't think there were any noticeably negative reactions.Mine: The key to user-initiated ads like rewarded videos and offerwall is motivating the users to see the ads. "Charast Magical Academy" was designed to use ad monetization from the start, so I think it shows ads to users in the best way possible.Suzuki: Since we set the right rewards for both the offerwall and rewarded video, users connect with the ads and feel satisfied with them.Saito: The rewards we offer are valuable to users. To ensure that users who want to receive rewards don’t miss them, we added badges to places where there are ads that have not yet been seen, and added a jump button that auto-scrolls to that point. However, it seems that some new users thought that they couldn't progress in the game without clearing the ads, so now we only display badges for users who have progressed to a certain stage.Yusuke: I see.Saito: Impressions grew about 2.5x the normal rate during the offerwall's currency sale, but when we displayed the badge on the game screen and directed users to the ad page, it grew 8x - a huge revenue increase.Yusuke: It's a device that tells users that an offerwall event is currently being held.Sakaino: Also, Charast Magical Academy is only available on Japan’s app store, but some overseas fans download and play it. Thanks to the Tapjoy offerwall’s global support, it’s been great to be able to show global ads and rewards to overseas users.Yusuke: Global support is the Tapjoy offerwall's strength. There is no need to separate campaigns, and global ads are automatically displayed for access from overseas, to accommodate overseas users. Also, the offerwall is optimized with an algorithm to automatically display ads that users are interested in on the top of the list, so publishers can maximize their revenue without spending too much time and effort.Continuing to use ad monetization modelsMine: What are your plans for the future?Sakaino: We are satisfied with ironSource’s usability and profitability, and will continue to use both their rewarded video and the Tapjoy offerwall. For the offerwall, thanks to their global support and compatibility with Apple/Google’s regulations - we’re sticking with Tapjoy.Yusuke: That's great news for us.Saito: We plan to continue releasing games with an ad revenue model. Thanks to our new know-how from Charast Magical Academy, I'm including ads in all the proposals for our new games. Since it generates additional revenue and doesn’t discourage in-app purchases, there’s no reason to not use it.Sakaino: In the future, it would be nice to have a verification function that can segment users according to their in-app purchase status and level of loyalty, and optimize ads accordingly.Thank you to Mr. Sakaino, Mr. Suzuki, and Mr. Saito for participating in the interview. And congratulations on your half anniversary!
    #how #aiming #used #tapjoy #offerwall
    How Aiming used Tapjoy offerwall to boost engagement rate by 80%
    Aiming Inc. is a Japan-based game developer responsible for hits like Dragon Quest Tact and CARAVAN STORIES. They wanted to bring in more revenue from their newest hit, Charast Magical Academy a spin-off app of the hit game "CARAVAN STORIES, but had never used an ad monetization model - so the ironSource team helped them get started.ironSource’s Yusuke Toyoshima and Shuichiro Mine sat down with Aiming, to learn all about why they chose ironSource rewarded video and the Tapjoy offerwall, what they learned, and how they managed to boost their engagement rate 80% in the process.Choosing to work with ironSourceMine: This was the company’s first time using ad monetization, right?Saito: Yes. Aiming has a stance that when we see good market trends, we want to adopt and test it by ourselves - so it was only natural to start monetizing with ads. Originally, our company specialized in midcore games, but there were already many competing apps in the market. To generate a stable source of revenue, we decided to develop a hybrid revenue modelbased on "CARAVAN STORIES," which already has a large fan base.Mine: Now you’re monetizing with ironSource and using Tapjoy’s offerwall - why did you decide to go with us?Sakaino: This was our first time integrating ads into our app, so we needed a platform that offered extensive support and a full suite of products. We compared companies from all over the globe, but ironSource was the only one completely that fulfilled our needs.Yusuke: We're glad you chose us! Sakaino: We felt the support immediately - the ironSource quickly responded and drafted financial projections for us.Mine: Publishers who integrate ads in their apps for the first time often don’t have enough information about performance benchmarks. Since ironSource has experience across all game genres in Japan and globally, we can provide our customers with practical ad monetization plans.Sakaino: There were other local options with good products for early-stage companies, but we wanted to get as much operational know-how as possible. That's why we chose ironSource - they offer a variety of report data with a UI that allows us to intuitively understand what’s important at first glance. There was a strong connection between Aiming’s attitude of "challenge new trends and accumulate know-how" and ironSource's push to "provide actionable data for publishers."Mine: At ironSource, we care about providing actionable data. In the long run, we think it is very important to understand the factors behind fluctuations - not be overwhelmed by the ups and downs of CPMs. Ad revenue is always important, but what’s most important for publishers is the success of the game itself. We provide data in a format and UI that every publisher can understand - not just the specific person in chargePerforming beyond expectationYusuke: How was the integration process?Sakaino: It took about two weeks to develop and integrate rewarded video and offerwall into our game. Since the dashboard was easy to understand, even for beginners, we were able to issue and set up placements in one day.Suzuki: From the planning phase, everyone on the team had a shared strategy of how to put ads into our game - so I think it went really smoothly.Mine: I feel that your monetization and game management teams work seamlessly together. For many publishers, this can be challenging - different teams usually have different goals and opinions.Sakaino: Since I joined the project, from the game planning phase to leading ad monetization, I think everyone, including the development team, shared a common goal.Suzuki: It may seem unusual to have someone in charge of ad monetization during the planning phase. Normally people tend to give higher priority to their own department, so perhaps our company's strength is the way that each department can share and coordinate all goals.Yusuke: How was the ad revenue performance?Sakaino: The result was much better than we expected. eCPM for ironSource rewarded videos was more than double our original estimation, and engagement rate reached 80% - even though our original estimation was 65%.Mine: Since the players are mainly from "CARAVAN STORIES," the user quality may be different from the other casual game players. If your game has been around for a while and has a certain income level, eCPM might be higher as a result.Sakaino: I think that’s right.Suzuki: Since the game story is a prequel about the lives of popular characters, fans are highly motivated to play.Mine: It's a successful app strategy for using IP.Sakaino: Tapjoy’s offerwall also performed better than we originally expected. Especially in the beginning, it performed better than the rewarded videos.Yusuke: Since Offerwall provides bigger rewards than rewarded videos, it’s particularly compatible with games that have many users who are willing to pay.Saito: In particular, Android has good KPI compatibility with the offerwall. Android users usually have a lower retention rate, but the offerwall increased revenue and stabilized it.Showing ads to domestic and global usersMine: Did you get any negative user feedback about ads?Sakaino: I don't think there were any noticeably negative reactions.Mine: The key to user-initiated ads like rewarded videos and offerwall is motivating the users to see the ads. "Charast Magical Academy" was designed to use ad monetization from the start, so I think it shows ads to users in the best way possible.Suzuki: Since we set the right rewards for both the offerwall and rewarded video, users connect with the ads and feel satisfied with them.Saito: The rewards we offer are valuable to users. To ensure that users who want to receive rewards don’t miss them, we added badges to places where there are ads that have not yet been seen, and added a jump button that auto-scrolls to that point. However, it seems that some new users thought that they couldn't progress in the game without clearing the ads, so now we only display badges for users who have progressed to a certain stage.Yusuke: I see.Saito: Impressions grew about 2.5x the normal rate during the offerwall's currency sale, but when we displayed the badge on the game screen and directed users to the ad page, it grew 8x - a huge revenue increase.Yusuke: It's a device that tells users that an offerwall event is currently being held.Sakaino: Also, Charast Magical Academy is only available on Japan’s app store, but some overseas fans download and play it. Thanks to the Tapjoy offerwall’s global support, it’s been great to be able to show global ads and rewards to overseas users.Yusuke: Global support is the Tapjoy offerwall's strength. There is no need to separate campaigns, and global ads are automatically displayed for access from overseas, to accommodate overseas users. Also, the offerwall is optimized with an algorithm to automatically display ads that users are interested in on the top of the list, so publishers can maximize their revenue without spending too much time and effort.Continuing to use ad monetization modelsMine: What are your plans for the future?Sakaino: We are satisfied with ironSource’s usability and profitability, and will continue to use both their rewarded video and the Tapjoy offerwall. For the offerwall, thanks to their global support and compatibility with Apple/Google’s regulations - we’re sticking with Tapjoy.Yusuke: That's great news for us.Saito: We plan to continue releasing games with an ad revenue model. Thanks to our new know-how from Charast Magical Academy, I'm including ads in all the proposals for our new games. Since it generates additional revenue and doesn’t discourage in-app purchases, there’s no reason to not use it.Sakaino: In the future, it would be nice to have a verification function that can segment users according to their in-app purchase status and level of loyalty, and optimize ads accordingly.Thank you to Mr. Sakaino, Mr. Suzuki, and Mr. Saito for participating in the interview. And congratulations on your half anniversary! #how #aiming #used #tapjoy #offerwall
    UNITY.COM
    How Aiming used Tapjoy offerwall to boost engagement rate by 80%
    Aiming Inc. is a Japan-based game developer responsible for hits like Dragon Quest Tact and CARAVAN STORIES. They wanted to bring in more revenue from their newest hit, Charast Magical Academy a spin-off app of the hit game "CARAVAN STORIES, but had never used an ad monetization model - so the ironSource team helped them get started.ironSource’s Yusuke Toyoshima and Shuichiro Mine sat down with Aiming, to learn all about why they chose ironSource rewarded video and the Tapjoy offerwall, what they learned, and how they managed to boost their engagement rate 80% in the process.Choosing to work with ironSourceMine: This was the company’s first time using ad monetization, right?Saito: Yes. Aiming has a stance that when we see good market trends, we want to adopt and test it by ourselves - so it was only natural to start monetizing with ads. Originally, our company specialized in midcore games, but there were already many competing apps in the market. To generate a stable source of revenue, we decided to develop a hybrid revenue model (in-app purchase and ads) based on "CARAVAN STORIES," which already has a large fan base.Mine: Now you’re monetizing with ironSource and using Tapjoy’s offerwall - why did you decide to go with us?Sakaino: This was our first time integrating ads into our app, so we needed a platform that offered extensive support and a full suite of products. We compared companies from all over the globe, but ironSource was the only one completely that fulfilled our needs.Yusuke: We're glad you chose us! Sakaino: We felt the support immediately - the ironSource quickly responded and drafted financial projections for us.Mine: Publishers who integrate ads in their apps for the first time often don’t have enough information about performance benchmarks. Since ironSource has experience across all game genres in Japan and globally, we can provide our customers with practical ad monetization plans.Sakaino: There were other local options with good products for early-stage companies, but we wanted to get as much operational know-how as possible. That's why we chose ironSource - they offer a variety of report data with a UI that allows us to intuitively understand what’s important at first glance. There was a strong connection between Aiming’s attitude of "challenge new trends and accumulate know-how" and ironSource's push to "provide actionable data for publishers."Mine: At ironSource, we care about providing actionable data. In the long run, we think it is very important to understand the factors behind fluctuations - not be overwhelmed by the ups and downs of CPMs. Ad revenue is always important, but what’s most important for publishers is the success of the game itself. We provide data in a format and UI that every publisher can understand - not just the specific person in chargePerforming beyond expectationYusuke: How was the integration process?Sakaino: It took about two weeks to develop and integrate rewarded video and offerwall into our game. Since the dashboard was easy to understand, even for beginners, we were able to issue and set up placements in one day.Suzuki: From the planning phase, everyone on the team had a shared strategy of how to put ads into our game - so I think it went really smoothly.Mine: I feel that your monetization and game management teams work seamlessly together. For many publishers, this can be challenging - different teams usually have different goals and opinions.Sakaino: Since I joined the project, from the game planning phase to leading ad monetization, I think everyone, including the development team, shared a common goal.Suzuki: It may seem unusual to have someone in charge of ad monetization during the planning phase. Normally people tend to give higher priority to their own department, so perhaps our company's strength is the way that each department can share and coordinate all goals.Yusuke: How was the ad revenue performance?Sakaino: The result was much better than we expected. eCPM for ironSource rewarded videos was more than double our original estimation, and engagement rate reached 80% - even though our original estimation was 65%.Mine: Since the players are mainly from "CARAVAN STORIES," the user quality may be different from the other casual game players. If your game has been around for a while and has a certain income level, eCPM might be higher as a result.Sakaino: I think that’s right.Suzuki: Since the game story is a prequel about the lives of popular characters, fans are highly motivated to play.Mine: It's a successful app strategy for using IP (intellectual property).Sakaino: Tapjoy’s offerwall also performed better than we originally expected. Especially in the beginning, it performed better than the rewarded videos.Yusuke: Since Offerwall provides bigger rewards than rewarded videos, it’s particularly compatible with games that have many users who are willing to pay.Saito: In particular, Android has good KPI compatibility with the offerwall. Android users usually have a lower retention rate, but the offerwall increased revenue and stabilized it.Showing ads to domestic and global usersMine: Did you get any negative user feedback about ads?Sakaino: I don't think there were any noticeably negative reactions.Mine: The key to user-initiated ads like rewarded videos and offerwall is motivating the users to see the ads. "Charast Magical Academy" was designed to use ad monetization from the start, so I think it shows ads to users in the best way possible.Suzuki: Since we set the right rewards for both the offerwall and rewarded video, users connect with the ads and feel satisfied with them.Saito: The rewards we offer are valuable to users. To ensure that users who want to receive rewards don’t miss them, we added badges to places where there are ads that have not yet been seen, and added a jump button that auto-scrolls to that point. However, it seems that some new users thought that they couldn't progress in the game without clearing the ads, so now we only display badges for users who have progressed to a certain stage.Yusuke: I see.Saito: Impressions grew about 2.5x the normal rate during the offerwall's currency sale, but when we displayed the badge on the game screen and directed users to the ad page, it grew 8x - a huge revenue increase.Yusuke: It's a device that tells users that an offerwall event is currently being held.Sakaino: Also, Charast Magical Academy is only available on Japan’s app store, but some overseas fans download and play it. Thanks to the Tapjoy offerwall’s global support, it’s been great to be able to show global ads and rewards to overseas users.Yusuke: Global support is the Tapjoy offerwall's strength. There is no need to separate campaigns, and global ads are automatically displayed for access from overseas, to accommodate overseas users. Also, the offerwall is optimized with an algorithm to automatically display ads that users are interested in on the top of the list, so publishers can maximize their revenue without spending too much time and effort.Continuing to use ad monetization modelsMine: What are your plans for the future?Sakaino: We are satisfied with ironSource’s usability and profitability, and will continue to use both their rewarded video and the Tapjoy offerwall. For the offerwall, thanks to their global support and compatibility with Apple/Google’s regulations - we’re sticking with Tapjoy.Yusuke: That's great news for us.Saito: We plan to continue releasing games with an ad revenue model. Thanks to our new know-how from Charast Magical Academy, I'm including ads in all the proposals for our new games. Since it generates additional revenue and doesn’t discourage in-app purchases, there’s no reason to not use it.Sakaino: In the future, it would be nice to have a verification function that can segment users according to their in-app purchase status and level of loyalty, and optimize ads accordingly.Thank you to Mr. Sakaino, Mr. Suzuki, and Mr. Saito for participating in the interview. And congratulations on your half anniversary!
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  • The hyper-casual gaming industry: Past, present, and future

    Since coming onto the scene just a few years ago, hyper-casual games have experienced an exponential surge in growth. From Q1 2017 to Q2 2021, for example, the share of voice of hyper-casual installs among all total US mobile game installs grew from a few percentage points to 40%.
    Where this category emerged from, its position now, and its likely path in the future can help you understand how to take advantage of its success and prepare for impending industry shifts - no matter what genre your games are.To provide these insights, Nadav Ashkenazy, SVP & GM Supersonic, shares his take on the hyper-casual genre and its past, present, and future. Catch his full presentation from AppFest at the end of this article and keep reading for a comprehensive overview of the state of hyper-casual.The past: Evolution of the hyper-casual industryTracing back the hyper-casual genre to 2013, this is the year Flappy Bird was published. It was the first game to show off hyper-casual characteristics, like short levels and simple, accessible gameplay.From 2013-2016, most hyper-casual games scaled with cross-promotion campaigns and organic installs - a shift that you can learn more about in Omer Kaplan’s Gamefest presentation. Then in 2017, developers managed to grow hyper-casual games just like other genres - using paid user acquisition. Despite their low LTV compared to casual or mid-core games, hyper-casual games proved they could be profitable at scale. As a sustainable business model for growing hyper-casual games emerged, more publishers began focusing on this genre and the market became more competitive.Over the next few years - and particularly after 2017 - sub-genres within hyper-casual emerged. For example, 2019 saw the rise of the ASMR hyper-casual games and 2021 was the year of TikTok-based concepts.As these games evolved, the depth of the content grew, too. The first hyper-casual games were on an endless loop, focusing on simple gameplay that repeated itself. The rise of sub-genres and new hyper-casual concepts introduced more complex level structures, a larger amount of content, and new ways to progress. Additionally, meta features, like providing skins as rewards for progressing instead of as a default monetization approach, added another layer of complexity and depth to the core game loop.With the evolution of hyper-casual games, the processes of developing, monetizing, and marketing them improved, too - as a result, the entire business model evolved further:Development: Faster development time, better-quality execution, and more accurate marketability prediction tools and approachesMonetization: Deeper meta, more in-app purchase and rewarded video monetization opportunities, late retention and LTV optimizations, greater variety of A/B tests UA: Predict LTV up to day 180, bid granularly based on user quality, and access enhanced creative optimization capabilitiesThe present: Hyper-casual games boost growth in overall mobile marketToday, the hyper-casual market earns -2.5 billion in revenue and achieves approximately 17 billion installs per year - about 1.8 billion of which come from the US. This amount of revenue and scale fuels growth in the larger mobile market, indicated by the fact that as hyper-casual installs increase, non hyper-casual installs do, too.This comes down to the fact that as hyper-casual games became popular, more non hyper-casual titles relied on hyper-casual supply for their UA campaigns, rather than social media channels. In fact, about 20% of the installs for casual and midcore games on SDK networks now come from ads displayed in hyper-casual games and 51% of apps advertising in hyper-casual games are IAP-based titles.
    Meanwhile, hyper-casual advertisers represent 30% of the video ads shown on SDK networks - more than any other genre, indicating their importance in the market.As the success of non hyper-casual games becomes more intertwined with that of hyper-casual games, the growth of hyper-casual becomes fundamental to the growth of the overall mobile market - these install and advertising numbers show that it’s not just correlation, it’s causation.The future: Hyper-casual is here to stay, with a twistLooking to the future of the hyper-casual industry, we can break it down into two main themes:Short-form entertainment will keep user demand for hyper-casual highHybrid-casual games will emerge from the foundations of hyper-casual as a new category Demand for short-form content keeps attracting hyper-casual usersThe demand for short-form, snackable entertainment is higher than ever - just look at the popularity of TikTok, Instagram Reels, and YouTube Shorts. This is precisely the type of content that hyper-casual games provide and why they’ll continue to grow in popularity well into the future. The execution level of these games is also increasing and the ad experience is improving, which is further helping to attract and retain users.The demand for short-form, snackable entertainment is higher than ever, which is precisely what hyper-casual games provide.However, as costs rise and LTV will need to increase with it, a new category will emerge alongside hyper-casual: hybrid-casual.The rise of hybrid-casualThe hybrid-casual genre maintains the fundamentals of traditional hyper-casual games, including:Quick prototypingSimple and engaging gameplayEmphasis on high marketabilityShort sessions
    And it evolves upon these foundations by introducing deeper gameplay, a greater reliance on IAPs, and more advanced LiveOps. With their hybrid monetization strategy, these games get the best of both worlds:Ad monetization for quick, high-converting revenueIn-game purchases for higher retention and LTVAs the hyper-casual genre evolves with the market, expect its growth only to increase and continue driving forward the larger mobile industry.
    #hypercasual #gaming #industry #past #present
    The hyper-casual gaming industry: Past, present, and future
    Since coming onto the scene just a few years ago, hyper-casual games have experienced an exponential surge in growth. From Q1 2017 to Q2 2021, for example, the share of voice of hyper-casual installs among all total US mobile game installs grew from a few percentage points to 40%. Where this category emerged from, its position now, and its likely path in the future can help you understand how to take advantage of its success and prepare for impending industry shifts - no matter what genre your games are.To provide these insights, Nadav Ashkenazy, SVP & GM Supersonic, shares his take on the hyper-casual genre and its past, present, and future. Catch his full presentation from AppFest at the end of this article and keep reading for a comprehensive overview of the state of hyper-casual.The past: Evolution of the hyper-casual industryTracing back the hyper-casual genre to 2013, this is the year Flappy Bird was published. It was the first game to show off hyper-casual characteristics, like short levels and simple, accessible gameplay.From 2013-2016, most hyper-casual games scaled with cross-promotion campaigns and organic installs - a shift that you can learn more about in Omer Kaplan’s Gamefest presentation. Then in 2017, developers managed to grow hyper-casual games just like other genres - using paid user acquisition. Despite their low LTV compared to casual or mid-core games, hyper-casual games proved they could be profitable at scale. As a sustainable business model for growing hyper-casual games emerged, more publishers began focusing on this genre and the market became more competitive.Over the next few years - and particularly after 2017 - sub-genres within hyper-casual emerged. For example, 2019 saw the rise of the ASMR hyper-casual games and 2021 was the year of TikTok-based concepts.As these games evolved, the depth of the content grew, too. The first hyper-casual games were on an endless loop, focusing on simple gameplay that repeated itself. The rise of sub-genres and new hyper-casual concepts introduced more complex level structures, a larger amount of content, and new ways to progress. Additionally, meta features, like providing skins as rewards for progressing instead of as a default monetization approach, added another layer of complexity and depth to the core game loop.With the evolution of hyper-casual games, the processes of developing, monetizing, and marketing them improved, too - as a result, the entire business model evolved further:Development: Faster development time, better-quality execution, and more accurate marketability prediction tools and approachesMonetization: Deeper meta, more in-app purchase and rewarded video monetization opportunities, late retention and LTV optimizations, greater variety of A/B tests UA: Predict LTV up to day 180, bid granularly based on user quality, and access enhanced creative optimization capabilitiesThe present: Hyper-casual games boost growth in overall mobile marketToday, the hyper-casual market earns -2.5 billion in revenue and achieves approximately 17 billion installs per year - about 1.8 billion of which come from the US. This amount of revenue and scale fuels growth in the larger mobile market, indicated by the fact that as hyper-casual installs increase, non hyper-casual installs do, too.This comes down to the fact that as hyper-casual games became popular, more non hyper-casual titles relied on hyper-casual supply for their UA campaigns, rather than social media channels. In fact, about 20% of the installs for casual and midcore games on SDK networks now come from ads displayed in hyper-casual games and 51% of apps advertising in hyper-casual games are IAP-based titles. Meanwhile, hyper-casual advertisers represent 30% of the video ads shown on SDK networks - more than any other genre, indicating their importance in the market.As the success of non hyper-casual games becomes more intertwined with that of hyper-casual games, the growth of hyper-casual becomes fundamental to the growth of the overall mobile market - these install and advertising numbers show that it’s not just correlation, it’s causation.The future: Hyper-casual is here to stay, with a twistLooking to the future of the hyper-casual industry, we can break it down into two main themes:Short-form entertainment will keep user demand for hyper-casual highHybrid-casual games will emerge from the foundations of hyper-casual as a new category Demand for short-form content keeps attracting hyper-casual usersThe demand for short-form, snackable entertainment is higher than ever - just look at the popularity of TikTok, Instagram Reels, and YouTube Shorts. This is precisely the type of content that hyper-casual games provide and why they’ll continue to grow in popularity well into the future. The execution level of these games is also increasing and the ad experience is improving, which is further helping to attract and retain users.The demand for short-form, snackable entertainment is higher than ever, which is precisely what hyper-casual games provide.However, as costs rise and LTV will need to increase with it, a new category will emerge alongside hyper-casual: hybrid-casual.The rise of hybrid-casualThe hybrid-casual genre maintains the fundamentals of traditional hyper-casual games, including:Quick prototypingSimple and engaging gameplayEmphasis on high marketabilityShort sessions And it evolves upon these foundations by introducing deeper gameplay, a greater reliance on IAPs, and more advanced LiveOps. With their hybrid monetization strategy, these games get the best of both worlds:Ad monetization for quick, high-converting revenueIn-game purchases for higher retention and LTVAs the hyper-casual genre evolves with the market, expect its growth only to increase and continue driving forward the larger mobile industry. #hypercasual #gaming #industry #past #present
    The hyper-casual gaming industry: Past, present, and future
    Since coming onto the scene just a few years ago, hyper-casual games have experienced an exponential surge in growth. From Q1 2017 to Q2 2021, for example, the share of voice of hyper-casual installs among all total US mobile game installs grew from a few percentage points to 40%. Where this category emerged from, its position now, and its likely path in the future can help you understand how to take advantage of its success and prepare for impending industry shifts - no matter what genre your games are.To provide these insights, Nadav Ashkenazy, SVP & GM Supersonic, shares his take on the hyper-casual genre and its past, present, and future. Catch his full presentation from AppFest at the end of this article and keep reading for a comprehensive overview of the state of hyper-casual.The past: Evolution of the hyper-casual industryTracing back the hyper-casual genre to 2013, this is the year Flappy Bird was published. It was the first game to show off hyper-casual characteristics, like short levels and simple, accessible gameplay.From 2013-2016, most hyper-casual games scaled with cross-promotion campaigns and organic installs - a shift that you can learn more about in Omer Kaplan’s Gamefest presentation. Then in 2017, developers managed to grow hyper-casual games just like other genres - using paid user acquisition. Despite their low LTV compared to casual or mid-core games, hyper-casual games proved they could be profitable at scale. As a sustainable business model for growing hyper-casual games emerged, more publishers began focusing on this genre and the market became more competitive.Over the next few years - and particularly after 2017 - sub-genres within hyper-casual emerged. For example, 2019 saw the rise of the ASMR hyper-casual games and 2021 was the year of TikTok-based concepts.As these games evolved, the depth of the content grew, too. The first hyper-casual games were on an endless loop, focusing on simple gameplay that repeated itself. The rise of sub-genres and new hyper-casual concepts introduced more complex level structures, a larger amount of content, and new ways to progress. Additionally, meta features, like providing skins as rewards for progressing instead of as a default monetization approach, added another layer of complexity and depth to the core game loop.With the evolution of hyper-casual games, the processes of developing, monetizing, and marketing them improved, too - as a result, the entire business model evolved further:Development: Faster development time, better-quality execution, and more accurate marketability prediction tools and approachesMonetization: Deeper meta, more in-app purchase and rewarded video monetization opportunities, late retention and LTV optimizations, greater variety of A/B tests UA: Predict LTV up to day 180, bid granularly based on user quality, and access enhanced creative optimization capabilitiesThe present: Hyper-casual games boost growth in overall mobile marketToday, the hyper-casual market earns $2-2.5 billion in revenue and achieves approximately 17 billion installs per year - about 1.8 billion of which come from the US. This amount of revenue and scale fuels growth in the larger mobile market, indicated by the fact that as hyper-casual installs increase, non hyper-casual installs do, too.This comes down to the fact that as hyper-casual games became popular, more non hyper-casual titles relied on hyper-casual supply for their UA campaigns, rather than social media channels. In fact, about 20% of the installs for casual and midcore games on SDK networks now come from ads displayed in hyper-casual games and 51% of apps advertising in hyper-casual games are IAP-based titles. Meanwhile, hyper-casual advertisers represent 30% of the video ads shown on SDK networks - more than any other genre, indicating their importance in the market.As the success of non hyper-casual games becomes more intertwined with that of hyper-casual games, the growth of hyper-casual becomes fundamental to the growth of the overall mobile market - these install and advertising numbers show that it’s not just correlation, it’s causation.The future: Hyper-casual is here to stay, with a twistLooking to the future of the hyper-casual industry, we can break it down into two main themes:Short-form entertainment will keep user demand for hyper-casual highHybrid-casual games will emerge from the foundations of hyper-casual as a new category Demand for short-form content keeps attracting hyper-casual usersThe demand for short-form, snackable entertainment is higher than ever - just look at the popularity of TikTok, Instagram Reels, and YouTube Shorts. This is precisely the type of content that hyper-casual games provide and why they’ll continue to grow in popularity well into the future. The execution level of these games is also increasing and the ad experience is improving, which is further helping to attract and retain users.The demand for short-form, snackable entertainment is higher than ever, which is precisely what hyper-casual games provide.However, as costs rise and LTV will need to increase with it, a new category will emerge alongside hyper-casual: hybrid-casual.The rise of hybrid-casualThe hybrid-casual genre maintains the fundamentals of traditional hyper-casual games, including:Quick prototypingSimple and engaging gameplayEmphasis on high marketabilityShort sessions And it evolves upon these foundations by introducing deeper gameplay, a greater reliance on IAPs, and more advanced LiveOps. With their hybrid monetization strategy, these games get the best of both worlds:Ad monetization for quick, high-converting revenueIn-game purchases for higher retention and LTVAs the hyper-casual genre evolves with the market, expect its growth only to increase and continue driving forward the larger mobile industry.
    0 Commentarii 0 Distribuiri 0 previzualizare
  • How to monetize the 97% of non-payers in your midcore or hardcore game

    At Appfest 2022, Noelia Lopez, Blockchain PM and Senior Monetization Manager at Tilting Point, shared her ad monetization strategies for midcore and hardcore mobile games. Read the summary or watch the full video.She kicked off her presentation with the main challenge facing free-to-play games: less than 3% of gamers actually pay for in-app purchases. But, Noelia explains, just because 97% of users aren’t paying, doesn’t mean you can’t monetize them.The pillars of monetizationAs Noelia explains, many hardcore and midcore game developers are concerned that ad monetization may negatively affect retention and/or revenue. She’s heard them say that:“paying users will churn if they see ads”“in-app ads might cannibalize in-app purchase revenue”“ads attract low-quality players or decrease the quality of the game”But, according to Noelia, none of these concerns are true - in fact, it just means these developers aren’t implementing their ad placements the right way.The roadmap of ad implementationSo, how can you monetize with ads in a way that promotes revenue growth andengagement? Follow a roadmap, implementing placements throughout the development lifecycle, from prototyping, soft launch, global launch, and finally live ops.PrototypingMany developers think the prototyping stage of the game is too early to begin thinking about ad monetization, and would rather focus on other in-game features - but in fact, Noelia says it's critical to begin here.That’s because during the prototyping phase, your entire studio is conducting the necessary market research to understand your competition - making it a critical time to also understand the monetization strategies your competitors use and the strategies you’d like to adopt.From here, conceptualize putting these placements into your game and how much revenue they could bring. Understanding each ad placement’s revenue potential will help you prioritize which placements to focus on first. By getting started this early, you can also encourage the product team to prioritize placements and align on your exact strategy.Noelia emphasizes the importance of conceptualization, or mentally preparing yourself and your team for an ad placement, even if there’s no space for it in that moment. You can start preparing by asking yourself: where exactly a placement should go, what it looks like, and what else it needs, like a tutorial.Soft launchAfter prototyping, it’s time for the soft launch, or the testing phase. Noelia broke this phase down into three parts: integration, goal setting, and testing.First comes your ad placements. This starts with integrating ad networks - whichever ones you find perform best - and a mediation platform. The best ads for hardcore games are rewarded videos and offerwalls.In the next stage, you want to always consider your goals - like fill rate, boosting LTV, and finding the balance between in-app ads and in-app purchases that maximizes revenue. As she explains, there’s no need to push for CPMs, or make a complex waterfall because soft launches often run in countries that tend to have lower impressions. That’s why it’s important to focus on fill rate, so you understand your engagement and impressions per day, and that your fill rate is good.As for tests, Noelia suggests conducting multiple tests for your ads - it’s important to test the most challenging ads, or the ones that might cannibalize in-app purchases, affect retention, etc. As you determine your game economy, this is also the time to test the ideal reward amount you want to give - increasing or decreasing it accordingly. Even after launch, you should continually be testing and optimizing to ensure the highest performance.Global launchNext comes the global launch - time to finally monitor how your in-app ads are performing. Noelia recommends viewing the metrics of all your ad placements, like engagement and ads perDAU, on one page so you can see which perform best. The ad engagement rate for hardcore games, according to Noelia, hovers around 60%, ads per DAU ranges from 0-3, and ad revenue can get up to 15%. The goal is to have a 95% fill rate, to ensure there’s the highest opportunity possible to serve impressions.To drive home her point, Noelia shared successful examples of placement strategies from her games, like Warhammer: Chaos and Conquest. For example, they offer a welcome package of hard currency every time a user logs on, which boosts players to get started in the game and keep playing. To get non-paying hardcore users to experiment with your game’s ads, she also recommends using offerwall ads - which also helped increase Warhammer’s engagement rate.Live operationsFinally comes the live ops, or the post launch period, where you should be adjusting your ad placements to optimize performance. Before making any adjustments it’s important to be mindful that these changes don’t impact users’ ability to engage with ads.The live ops period can even be an opportunity to increase revenue. For example, if you establish a leaderboard to incentivize non-paying players, you can use ad placements as “tickets” for getting in. Due to increased competition with non-paying users, paying users can also be motivated to invest more to stay on top.Ultimately, ads are a major asset to monetizing your midcore or hardcore game, but placement strategies can only succeed with the right amount of monitoring and optimizing - even from the initial stages of your game’s development.
    #how #monetize #nonpayers #your #midcore
    How to monetize the 97% of non-payers in your midcore or hardcore game
    At Appfest 2022, Noelia Lopez, Blockchain PM and Senior Monetization Manager at Tilting Point, shared her ad monetization strategies for midcore and hardcore mobile games. Read the summary or watch the full video.She kicked off her presentation with the main challenge facing free-to-play games: less than 3% of gamers actually pay for in-app purchases. But, Noelia explains, just because 97% of users aren’t paying, doesn’t mean you can’t monetize them.The pillars of monetizationAs Noelia explains, many hardcore and midcore game developers are concerned that ad monetization may negatively affect retention and/or revenue. She’s heard them say that:“paying users will churn if they see ads”“in-app ads might cannibalize in-app purchase revenue”“ads attract low-quality players or decrease the quality of the game”But, according to Noelia, none of these concerns are true - in fact, it just means these developers aren’t implementing their ad placements the right way.The roadmap of ad implementationSo, how can you monetize with ads in a way that promotes revenue growth andengagement? Follow a roadmap, implementing placements throughout the development lifecycle, from prototyping, soft launch, global launch, and finally live ops.PrototypingMany developers think the prototyping stage of the game is too early to begin thinking about ad monetization, and would rather focus on other in-game features - but in fact, Noelia says it's critical to begin here.That’s because during the prototyping phase, your entire studio is conducting the necessary market research to understand your competition - making it a critical time to also understand the monetization strategies your competitors use and the strategies you’d like to adopt.From here, conceptualize putting these placements into your game and how much revenue they could bring. Understanding each ad placement’s revenue potential will help you prioritize which placements to focus on first. By getting started this early, you can also encourage the product team to prioritize placements and align on your exact strategy.Noelia emphasizes the importance of conceptualization, or mentally preparing yourself and your team for an ad placement, even if there’s no space for it in that moment. You can start preparing by asking yourself: where exactly a placement should go, what it looks like, and what else it needs, like a tutorial.Soft launchAfter prototyping, it’s time for the soft launch, or the testing phase. Noelia broke this phase down into three parts: integration, goal setting, and testing.First comes your ad placements. This starts with integrating ad networks - whichever ones you find perform best - and a mediation platform. The best ads for hardcore games are rewarded videos and offerwalls.In the next stage, you want to always consider your goals - like fill rate, boosting LTV, and finding the balance between in-app ads and in-app purchases that maximizes revenue. As she explains, there’s no need to push for CPMs, or make a complex waterfall because soft launches often run in countries that tend to have lower impressions. That’s why it’s important to focus on fill rate, so you understand your engagement and impressions per day, and that your fill rate is good.As for tests, Noelia suggests conducting multiple tests for your ads - it’s important to test the most challenging ads, or the ones that might cannibalize in-app purchases, affect retention, etc. As you determine your game economy, this is also the time to test the ideal reward amount you want to give - increasing or decreasing it accordingly. Even after launch, you should continually be testing and optimizing to ensure the highest performance.Global launchNext comes the global launch - time to finally monitor how your in-app ads are performing. Noelia recommends viewing the metrics of all your ad placements, like engagement and ads perDAU, on one page so you can see which perform best. The ad engagement rate for hardcore games, according to Noelia, hovers around 60%, ads per DAU ranges from 0-3, and ad revenue can get up to 15%. The goal is to have a 95% fill rate, to ensure there’s the highest opportunity possible to serve impressions.To drive home her point, Noelia shared successful examples of placement strategies from her games, like Warhammer: Chaos and Conquest. For example, they offer a welcome package of hard currency every time a user logs on, which boosts players to get started in the game and keep playing. To get non-paying hardcore users to experiment with your game’s ads, she also recommends using offerwall ads - which also helped increase Warhammer’s engagement rate.Live operationsFinally comes the live ops, or the post launch period, where you should be adjusting your ad placements to optimize performance. Before making any adjustments it’s important to be mindful that these changes don’t impact users’ ability to engage with ads.The live ops period can even be an opportunity to increase revenue. For example, if you establish a leaderboard to incentivize non-paying players, you can use ad placements as “tickets” for getting in. Due to increased competition with non-paying users, paying users can also be motivated to invest more to stay on top.Ultimately, ads are a major asset to monetizing your midcore or hardcore game, but placement strategies can only succeed with the right amount of monitoring and optimizing - even from the initial stages of your game’s development. #how #monetize #nonpayers #your #midcore
    UNITY.COM
    How to monetize the 97% of non-payers in your midcore or hardcore game
    At Appfest 2022, Noelia Lopez, Blockchain PM and Senior Monetization Manager at Tilting Point, shared her ad monetization strategies for midcore and hardcore mobile games. Read the summary or watch the full video.She kicked off her presentation with the main challenge facing free-to-play games: less than 3% of gamers actually pay for in-app purchases. But, Noelia explains, just because 97% of users aren’t paying, doesn’t mean you can’t monetize them.The pillars of monetizationAs Noelia explains, many hardcore and midcore game developers are concerned that ad monetization may negatively affect retention and/or revenue. She’s heard them say that:“paying users will churn if they see ads”“in-app ads might cannibalize in-app purchase revenue”“ads attract low-quality players or decrease the quality of the game”But, according to Noelia, none of these concerns are true - in fact, it just means these developers aren’t implementing their ad placements the right way (or, as she puts it, “you aren’t doing your job well enough!”).The roadmap of ad implementationSo, how can you monetize with ads in a way that promotes revenue growth and [tooltip term="user-engagement"]engagement[/tooltip]? Follow a roadmap, implementing placements throughout the development lifecycle, from prototyping, soft launch, global launch, and finally live ops.PrototypingMany developers think the prototyping stage of the game is too early to begin thinking about ad monetization, and would rather focus on other in-game features - but in fact, Noelia says it's critical to begin here.That’s because during the prototyping phase, your entire studio is conducting the necessary market research to understand your competition - making it a critical time to also understand the monetization strategies your competitors use and the strategies you’d like to adopt.From here, conceptualize putting these placements into your game and how much revenue they could bring. Understanding each ad placement’s revenue potential will help you prioritize which placements to focus on first. By getting started this early, you can also encourage the product team to prioritize placements and align on your exact strategy.Noelia emphasizes the importance of conceptualization, or mentally preparing yourself and your team for an ad placement, even if there’s no space for it in that moment. You can start preparing by asking yourself: where exactly a placement should go, what it looks like, and what else it needs, like a tutorial.Soft launchAfter prototyping, it’s time for the soft launch, or the testing phase. Noelia broke this phase down into three parts: integration, goal setting, and testing.First comes your ad placements. This starts with integrating ad networks - whichever ones you find perform best - and a mediation platform. The best ads for hardcore games are rewarded videos and offerwalls.In the next stage, you want to always consider your goals - like fill rate, boosting LTV, and finding the balance between in-app ads and in-app purchases that maximizes revenue. As she explains, there’s no need to push for CPMs, or make a complex waterfall because soft launches often run in countries that tend to have lower impressions. That’s why it’s important to focus on fill rate, so you understand your engagement and impressions per day, and that your fill rate is good.As for tests, Noelia suggests conducting multiple tests for your ads - it’s important to test the most challenging ads, or the ones that might cannibalize in-app purchases, affect retention, etc. As you determine your game economy, this is also the time to test the ideal reward amount you want to give - increasing or decreasing it accordingly. Even after launch, you should continually be testing and optimizing to ensure the highest performance.Global launchNext comes the global launch - time to finally monitor how your in-app ads are performing. Noelia recommends viewing the metrics of all your ad placements, like engagement and ads per [tooltip term="daily-active-users"]DAU[/tooltip], on one page so you can see which perform best. The ad engagement rate for hardcore games, according to Noelia, hovers around 60%, ads per DAU ranges from 0-3, and ad revenue can get up to 15%. The goal is to have a 95% fill rate, to ensure there’s the highest opportunity possible to serve impressions.To drive home her point, Noelia shared successful examples of placement strategies from her games, like Warhammer: Chaos and Conquest. For example, they offer a welcome package of hard currency every time a user logs on, which boosts players to get started in the game and keep playing. To get non-paying hardcore users to experiment with your game’s ads, she also recommends using offerwall ads - which also helped increase Warhammer’s engagement rate.Live operationsFinally comes the live ops, or the post launch period, where you should be adjusting your ad placements to optimize performance. Before making any adjustments it’s important to be mindful that these changes don’t impact users’ ability to engage with ads.The live ops period can even be an opportunity to increase revenue. For example, if you establish a leaderboard to incentivize non-paying players, you can use ad placements as “tickets” for getting in. Due to increased competition with non-paying users, paying users can also be motivated to invest more to stay on top.Ultimately, ads are a major asset to monetizing your midcore or hardcore game, but placement strategies can only succeed with the right amount of monitoring and optimizing - even from the initial stages of your game’s development.
    0 Commentarii 0 Distribuiri 0 previzualizare
  • How to overcome the in-app purchase revenue gap in 2023

    Now that players’ budgets are tightening, it’s becoming more important for midcore and hardcore games to diversify their monetization strategy beyond in-app purchases. According to data.ai, consumer mobile gaming is on a downward trend - it dropped 5% in 2022, and will drop another 3% in 2023 to billion.How do developers fill that gap in monetization? They can do it in a way that won’t require players to spend a penny: carefully placed ads.In fact, based on Unity LevelPlay data, ad revenue for in-app purchase based genreshas been steadily on the rise since 2020. As consumer spending continues to decelerate, we’ll likely see a major uptick in 2023.As you explore an ad-based monetization model for your mid-core or hardcore game, it’s worth determining which ad units get you the most bang for your buck. Based on our data, the answer is clear: rewarded videos and offerwalls. Here are four best practices to get started.1. Make your offerwall stand outIt’s likely easiest to start with the ad unit most similar to the in-app purchase model: the offerwall. Like in-app purchases, this mini-store offers valuable hard currency to users. But unlike in-app purchases, no cash is required - just the user’s time.The more accessible you make the offerwall to users, the bigger your revenue potential - so make sure your traffic drivers get users’ attention by putting them in the right spots. Here are the most effective traffic driver locations that maximize your offerwall engagement:Home screen: The best traffic drivers are the most visible ones - so your game’s home screen is an ideal spot to promote your offerwall, and increase impressions as a result. Store: The store is filled with users already looking to increase their hard currency, making it a great place to tell users they can get this currency for free.Breaks in gameplay: Placing traffic drivers during natural breaks in the gameplaycan improve the user experience by giving players currency when they need it most. Start small with new placementsThe other critical ad unit to include in your ad monetization strategy is rewarded video - they’re completely optional, and offer players an enticing reward for a short amount of their time. They work well with every type of game - including traditionally in-app placement-based games, because their soft currency doesn’t interfere with paid hard currency. And the best part is - because offerwalls and rewarded videos work with different currencies - you can implement them both at the same time.During implementation, we’ve seen one common mistake: adding too many ads right away. If you build a complex placement system and add it to a game, it will be extremely hard to analyze its performance. This is especially true in in-app purchase-based games - since the deeper a game economy is, the harder it will be to attribute certain successes to certain placements. That’s why we recommend starting with one or two placements.As you set your ad placement strategy, make sure your ads are checking all the boxes:Optimizing exposureHelping players reach their goals. Once you see your placement is performing well, you can double-down on your strategy and start adding more rewarded videos.Balance your game economyAs you’re adding new soft currency placements to your game, like rewarded videos, there’s a chance they can impact your in-game economy - so you need to adjust it accordingly.Let’s say you’ve added a new rewarded video placement - even though they’re optional for users, you should always assume that every player is watching them, so you can balance your economy accordingly.The chart below, for example, shows how you can always incorporate ads into your economy without impacting the total amount a player receives per level. With each amount of currency your ad is offering, you can simply reduce that amount from your end-level winnings - keeping everything balanced. For example, in Level 4, users can win 20 coins through in-app purchases. If you incorporate ads, you’ll need to split that 20 into 10 for in-app purchases and 10 for ads.It’s important to remember that your new placements should only offer soft currency, not hard currency. This way, you can avoid cannibalizing your in-app purchases and the hard currency they offer.A/B test your placements as you goOnce you’ve added a new placementand adjusted your economy accordingly, it’s time to test how your new ad system is working and make adjustments as needed.Let’s say you added a new offerwall traffic driver and rewarded video placement to the home screen. Now you optimize. How’s your engagement rate? For the rewarded video placement, is the amount of currency affecting people’s interest in making in-app purchases?By understanding how players are engaging with your ads, you can adjust accordingly - and eventually apply your insights to any new placements you add.Once you’ve found a baseline placementthat meets your KPI goals and you’re ready to A/B test, start with the basics:The ad’s location in the game The placement’s design and messagingAnd, for rewarded video placements, go even deeper by testing:Currency type and amountCapping and pacing the ad’s frequencyTo accurately measure A/B test results, make sure to only perform one test at a time on any given placement. Your best measuring tools are retention and ad revenue per user. If you’re making changes that boost ARPU while retaining high retention, you’re on the right path.Ultimately, as the industry adapts and changes, developers - particularly those who make traditionally IAP-based games - can adapt accordingly. Offerwalls and rewarded videos are key for increasing monetization, and with the right implementation strategy and A/B tests to optimize performance, there’s only room to improve.
    #how #overcome #inapp #purchase #revenue
    How to overcome the in-app purchase revenue gap in 2023
    Now that players’ budgets are tightening, it’s becoming more important for midcore and hardcore games to diversify their monetization strategy beyond in-app purchases. According to data.ai, consumer mobile gaming is on a downward trend - it dropped 5% in 2022, and will drop another 3% in 2023 to billion.How do developers fill that gap in monetization? They can do it in a way that won’t require players to spend a penny: carefully placed ads.In fact, based on Unity LevelPlay data, ad revenue for in-app purchase based genreshas been steadily on the rise since 2020. As consumer spending continues to decelerate, we’ll likely see a major uptick in 2023.As you explore an ad-based monetization model for your mid-core or hardcore game, it’s worth determining which ad units get you the most bang for your buck. Based on our data, the answer is clear: rewarded videos and offerwalls. Here are four best practices to get started.1. Make your offerwall stand outIt’s likely easiest to start with the ad unit most similar to the in-app purchase model: the offerwall. Like in-app purchases, this mini-store offers valuable hard currency to users. But unlike in-app purchases, no cash is required - just the user’s time.The more accessible you make the offerwall to users, the bigger your revenue potential - so make sure your traffic drivers get users’ attention by putting them in the right spots. Here are the most effective traffic driver locations that maximize your offerwall engagement:Home screen: The best traffic drivers are the most visible ones - so your game’s home screen is an ideal spot to promote your offerwall, and increase impressions as a result. Store: The store is filled with users already looking to increase their hard currency, making it a great place to tell users they can get this currency for free.Breaks in gameplay: Placing traffic drivers during natural breaks in the gameplaycan improve the user experience by giving players currency when they need it most. Start small with new placementsThe other critical ad unit to include in your ad monetization strategy is rewarded video - they’re completely optional, and offer players an enticing reward for a short amount of their time. They work well with every type of game - including traditionally in-app placement-based games, because their soft currency doesn’t interfere with paid hard currency. And the best part is - because offerwalls and rewarded videos work with different currencies - you can implement them both at the same time.During implementation, we’ve seen one common mistake: adding too many ads right away. If you build a complex placement system and add it to a game, it will be extremely hard to analyze its performance. This is especially true in in-app purchase-based games - since the deeper a game economy is, the harder it will be to attribute certain successes to certain placements. That’s why we recommend starting with one or two placements.As you set your ad placement strategy, make sure your ads are checking all the boxes:Optimizing exposureHelping players reach their goals. Once you see your placement is performing well, you can double-down on your strategy and start adding more rewarded videos.Balance your game economyAs you’re adding new soft currency placements to your game, like rewarded videos, there’s a chance they can impact your in-game economy - so you need to adjust it accordingly.Let’s say you’ve added a new rewarded video placement - even though they’re optional for users, you should always assume that every player is watching them, so you can balance your economy accordingly.The chart below, for example, shows how you can always incorporate ads into your economy without impacting the total amount a player receives per level. With each amount of currency your ad is offering, you can simply reduce that amount from your end-level winnings - keeping everything balanced. For example, in Level 4, users can win 20 coins through in-app purchases. If you incorporate ads, you’ll need to split that 20 into 10 for in-app purchases and 10 for ads.It’s important to remember that your new placements should only offer soft currency, not hard currency. This way, you can avoid cannibalizing your in-app purchases and the hard currency they offer.A/B test your placements as you goOnce you’ve added a new placementand adjusted your economy accordingly, it’s time to test how your new ad system is working and make adjustments as needed.Let’s say you added a new offerwall traffic driver and rewarded video placement to the home screen. Now you optimize. How’s your engagement rate? For the rewarded video placement, is the amount of currency affecting people’s interest in making in-app purchases?By understanding how players are engaging with your ads, you can adjust accordingly - and eventually apply your insights to any new placements you add.Once you’ve found a baseline placementthat meets your KPI goals and you’re ready to A/B test, start with the basics:The ad’s location in the game The placement’s design and messagingAnd, for rewarded video placements, go even deeper by testing:Currency type and amountCapping and pacing the ad’s frequencyTo accurately measure A/B test results, make sure to only perform one test at a time on any given placement. Your best measuring tools are retention and ad revenue per user. If you’re making changes that boost ARPU while retaining high retention, you’re on the right path.Ultimately, as the industry adapts and changes, developers - particularly those who make traditionally IAP-based games - can adapt accordingly. Offerwalls and rewarded videos are key for increasing monetization, and with the right implementation strategy and A/B tests to optimize performance, there’s only room to improve. #how #overcome #inapp #purchase #revenue
    UNITY.COM
    How to overcome the in-app purchase revenue gap in 2023
    Now that players’ budgets are tightening, it’s becoming more important for midcore and hardcore games to diversify their monetization strategy beyond in-app purchases. According to data.ai, consumer mobile gaming is on a downward trend - it dropped 5% in 2022, and will drop another 3% in 2023 to $107 billion.How do developers fill that gap in monetization? They can do it in a way that won’t require players to spend a penny: carefully placed ads.In fact, based on Unity LevelPlay data, ad revenue for in-app purchase based genres (RPG, casino, puzzle, simulation, lucky rewards) has been steadily on the rise since 2020. As consumer spending continues to decelerate, we’ll likely see a major uptick in 2023.As you explore an ad-based monetization model for your mid-core or hardcore game, it’s worth determining which ad units get you the most bang for your buck. Based on our data, the answer is clear: rewarded videos and offerwalls. Here are four best practices to get started.1. Make your offerwall stand outIt’s likely easiest to start with the ad unit most similar to the in-app purchase model: the offerwall. Like in-app purchases, this mini-store offers valuable hard currency to users. But unlike in-app purchases, no cash is required - just the user’s time.The more accessible you make the offerwall to users, the bigger your revenue potential - so make sure your traffic drivers get users’ attention by putting them in the right spots. Here are the most effective traffic driver locations that maximize your offerwall engagement:Home screen: The best traffic drivers are the most visible ones - so your game’s home screen is an ideal spot to promote your offerwall, and increase impressions as a result. Store: The store is filled with users already looking to increase their hard currency, making it a great place to tell users they can get this currency for free.Breaks in gameplay: Placing traffic drivers during natural breaks in the gameplay (out of currency, end of level) can improve the user experience by giving players currency when they need it most. Start small with new placementsThe other critical ad unit to include in your ad monetization strategy is rewarded video - they’re completely optional, and offer players an enticing reward for a short amount of their time. They work well with every type of game - including traditionally in-app placement-based games, because their soft currency doesn’t interfere with paid hard currency. And the best part is - because offerwalls and rewarded videos work with different currencies - you can implement them both at the same time.During implementation, we’ve seen one common mistake: adding too many ads right away. If you build a complex placement system and add it to a game, it will be extremely hard to analyze its performance. This is especially true in in-app purchase-based games - since the deeper a game economy is, the harder it will be to attribute certain successes to certain placements. That’s why we recommend starting with one or two placements.As you set your ad placement strategy, make sure your ads are checking all the boxes:Optimizing exposure (e.g. placed in busy areas like the main screen)Helping players reach their goals (e.g. offering extra soft currency to upgrade a weapon). Once you see your placement is performing well, you can double-down on your strategy and start adding more rewarded videos.Balance your game economyAs you’re adding new soft currency placements to your game, like rewarded videos, there’s a chance they can impact your in-game economy - so you need to adjust it accordingly.Let’s say you’ve added a new rewarded video placement - even though they’re optional for users, you should always assume that every player is watching them, so you can balance your economy accordingly.The chart below, for example, shows how you can always incorporate ads into your economy without impacting the total amount a player receives per level. With each amount of currency your ad is offering, you can simply reduce that amount from your end-level winnings - keeping everything balanced. For example, in Level 4, users can win 20 coins through in-app purchases. If you incorporate ads, you’ll need to split that 20 into 10 for in-app purchases and 10 for ads.It’s important to remember that your new placements should only offer soft currency, not hard currency. This way, you can avoid cannibalizing your in-app purchases and the hard currency they offer.A/B test your placements as you goOnce you’ve added a new placement (rewarded video and/or offerwall) and adjusted your economy accordingly, it’s time to test how your new ad system is working and make adjustments as needed.Let’s say you added a new offerwall traffic driver and rewarded video placement to the home screen. Now you optimize. How’s your engagement rate? For the rewarded video placement, is the amount of currency affecting people’s interest in making in-app purchases?By understanding how players are engaging with your ads, you can adjust accordingly - and eventually apply your insights to any new placements you add.Once you’ve found a baseline placement (rewarded video and/or offerwall) that meets your KPI goals and you’re ready to A/B test, start with the basics:The ad’s location in the game (e.g. home screen vs. store) The placement’s design and messagingAnd, for rewarded video placements, go even deeper by testing:Currency type and amountCapping and pacing the ad’s frequencyTo accurately measure A/B test results, make sure to only perform one test at a time on any given placement. Your best measuring tools are retention and ad revenue per user (ARPU). If you’re making changes that boost ARPU while retaining high retention, you’re on the right path.Ultimately, as the industry adapts and changes, developers - particularly those who make traditionally IAP-based games - can adapt accordingly. Offerwalls and rewarded videos are key for increasing monetization, and with the right implementation strategy and A/B tests to optimize performance, there’s only room to improve.
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  • Sandsoft’s David Fernandez Remesal on the Apple antitrust ruling and more mobile game opportunities | The DeanBeat

    David Fernandez Remesal took the job of CEO of Sandsoft in 2020 and moved to Saudi Arabia, where his mobile game company is based. He set up a studio in Riyadh and also hired mobile game developers in places like his native Spain, Finland and China. Fernandez Remesal focused on esports at first, but pivoted to mobile games as a more viable business approach.
    The summers are a lot hotter for sure, but Fernandez has sweated out the hard work of establishing a new studio in a place where game development skills are only just being fostered now for the new generations of game developers. While Brazil is a bigger and more established market, Fernandez Remesal, who worked on games like Candy Crush Saga and Bubble Witch Saga before leading Sandsoft.
    We talked about mobile game trends at our fireside chat at Gamescom Latam in a talk entitled, “The Mobile Frontier: Big Trends and Smarter Moves for 2025.”
    We covered a lot of ground in our fireside chat at Gamescom Latam in Sao Paulo, Brazil. We hit topics like Apple’s move to emphasize user privacy over targeted ads as it deprecated the Identifier for Advertises. We also covered the antitrust ruling that could bust the floodgates open when it comes to developers being able to advertise their own web shopsinside their mobile games on the Apple and Google app stores. We explored the consequences if game developers are also able to use their own payment systems — which take around 3% commissions rather than 30% — in mobile game transactions.
    Sandsoft is focused on taking advantage of these trends by focusing on midcore gamers, which is becoming a bigger part of the overall mobile games market. And Sandsoft is also busy working on AI tools that can help developers work more efficiently.
    And we looked at other opportunities for mobile to grow as the mobile-first generation grows up and becomes a bigger part of the population of gamers. We also assessed when it’s the right time for local talent to take on local stories and spread them to the global stage with authentic triple-A development.
    Here’s an edited transcript of our on-stage interview.
    Sandsoft CEO David Fernandez Remesal
    GamesBeat: I’m here with David Fernandez Remesal, the CEO of Sandsoft. I’ll have him introduce himself, his career in games, and the origins of Sandsoft.
    David Fernandez Remesal: I’m pleased to be in Brazil. It’s my first time. I’d like to thank everyone here. You’re doing an incredible show. I’m kind of what I could call mobile native when it comes to game development. I started my career working on mobile games almost 20 years ago. Those of you that were around, that means before smartphone games. I worked at a company called THQ that you may remember. They were one of the pioneers, as a triple-A games company, in doing mobile games as well. I started my career at THQ Juarez, their mobile game division.
    After that I had the privilege of working with two industry titans at a company called Digital Chocolate. That was Trip Hawkins, the founder of Electronic Arts, and Ilkka Paananen, who happens to be the CEO and founder of Supercell as well. I spent part of my career working on an app store with Nokia. I also worked on the N-Gage handheld device. In that particular case I made the wrong choice. I went for the loser in the smartphone era. But eventually I learned quite a bit about how you need merchandise, games, and apps on an e-commerce platform.
    After doing something in the mobile advertising space, I also had the honor of joining King, where I worked for almost five years on a couple of franchises. One was Bubble Witch Saga, and then Candy Crush Saga. I was at the King London studio when I left to run Sandsoft five years ago.
    GamesBeat: Sandsoft is interesting to this market in part because you’re also in an emerging market, albeit a very different part of the world. The company is headquartered in Saudi Arabia. Can you talk about how that happened to come about?
    Fernandez Remesal: We’re slightly earlier in terms of the game industry in Saudi compared to what we see here in Brazil, particularly toward game development capabilities. But we have a nice consumer market. It’s not as big as Brazil. But let me get started with how Sandsoft was created. For those of you who are not familiar with Saudi Arabia, they have a plan called Saudi Vision 2030. The main proposal is to diversify the economy away from oil and gas. As part of that program, they’re trying to build what we call a knowledge economy. Gaming is a pivotal part of that transition.
    We’re part of a large Saudi corporation that was founded to support that plan. They decided to diversify their group. Gaming was one of the things they wanted to do. Sandsoft was born in 2019, originally as an esports company. The first thing we did as a company was the PUBG Mobile event in Saudi Arabia. Butrealized esports was not a business. It was maybe more of a show, rather than proper commercial ongoing activities you can run in a sustainable way. They decided to venture into mobile game development and publishing, which is what we do today. We’re developing games in our own studios, and we’re a global games publisher. We’re supporting game development studios in the mobile space to commercialize their games.
    Iza’s Supermarket
    GamesBeat: What are you working on? What is your focus? How big is the team, and where are they?
    Fernandez Remesal: We now have roughly 100 people. We’re split into four different markets. We have people in Saudi Arabia, where we’re headquartered. We also host a game development studio there. We have satellite offices in Spain, where we also have a development studio. Then we have a couple of publishing operations in China and Finland. We also have a small studio in France. That’s where we have our operations.
    In terms of focus, as I mentioned to you, we’re focused on mobile platforms. We have a few games with aspirations to become cross-platform, but we’re mobile first.
    GamesBeat: You moved to Saudi Arabia. Can you talk about what that was like for you?
    Fernandez Remesal: Yes, I did. I’ve been there for four years now. The weather aside – the summer is really hot – it was a big cultural change for a European to come over to a country that was maybe more conservative, that was more closed than other countries I’ve lived in. But I felt that if you are respectful, if you try to understand the things that are changing, and if you adapt to the pace of change, it’s quite livable.
    The people are very passionate about games specifically. There’s a young, savvy population. They consider themselves gamers. When you tell them you work in games, they respect you. It’s different from other countries, where people think you play games all day. They don’t realize that this is an art form, that this is something that goes beyond just play.
    GamesBeat: A reminder that it’s a global industry. Gaming is not what it used to be. It used to be from Japan, the U.S., and Europe. Now it’s a very different world.
    Fernandez Remesal: Correct. It’s becoming very global. Like we see here. It’s not just about all the people attending to play games, but also all the game companies showcasing their games, which is really exciting.
    GamesBeat: How far along are your games?
    Fernandez Remesal: In terms of our game development studios, we’re just starting our first prototypes. Both studios started in 2023, but it took us some time to get the initial core teams that we could trust to develop their game ideas into commercially viable games. We have been in a kind of boot camp at both the studios for a year. Now they’re starting to prototype what we can see as more commercial games.
    As a publisher we have a few games already in the market. Maybe the first we released was in partnership with Jam City, DC Heroes and Villains. We’re also raising a few other games that–mobile free-to-play games, you don’t have a red button where you hit it and the game is live. It’s more about ongoing progress. You’re keeping them in development and improving the games. Then you try to find ways to scale. In this case through user acquisition. In that sense we’ve had games available in the market for more than three years. We have six games in our portfolio. Two of them are more mature. We expect to scale them in the first half of the year.
    GamesBeat: Let’s get into some of the trends in the mobile industry. What do you see? What matters to you? What is important to pay attention to in mobile?
    Fernandez Remesal: Let me start with something that is in many cases not looked into enough. We’re seeing a change in the audience itself. We need to acknowledge that Generation Z is coming in. They bring a completely new way of consuming content. They’re less attracted to deep, engaging experiences. If I could call them, in a way, the digital generation, they’re focused on short-term or short-form entertainment, where they can get their dopamine and adrenaline and then engage further. They’re a generation that doesn’t pay a lot of attention until they get really hooked on the things they’re doing.
    From that perspective, we see a shift in consumer behavior. We see different session lengths, different ways of engaging with games. The industry is growing by double digits in regions like South America and the Middle East and southeast Asia, while the more western markets aren’t growing as much. That’s linked to the average age in these regions. They have much younger populations in these emerging markets, where they consume games as a native entertainment form. There’s a new consumer coming in from Generation Z, bringing new consumption patterns in their session habits and rates of play. At the same time, there’s an opportunity to propose different kinds of content.
    Epic Games is still tangling with Google and Apple on antitrust.
    GamesBeat: One of the interesting trends that’s emerged in mobile is the importance of the relationship between developers and platforms. We saw Apple’s decision a few years ago to prioritize user privacy over targeted advertising. It made targeted advertising much harder. Game companies lost the ability to very precisely target people who favored certain kinds of games. They had to go back to more of a guessing game around how to zero in on which users they wanted to target.
    This had an impact over years. Do you think we’ve learned how to deal with this change in the market and still be able to find the users that you need?
    Fernandez Remesal: IDFA is not going to go away. Privacy is going to be with us. It’s going to be something that everyone has to pay attention to. That’s been critical in the mobile space, because of the merchandising problems we see in the app stores. We see a lot of problems in content discoverability. That means most of the growth we’ve seen in these games has been through performance marketing user acquisition.
    One thing that we’re seeing more and more is game developers trying to build communities everywhere. Trying to expose their games. Trying to create communities through influencers, through Discord and content creation. But eventually IDFA is here to stay.
    GamesBeat: Speaking of the developer-platform relationship, we’ve had an antitrust case going on for a long time, four and a half years now, between Epic Games and Apple. Yesterday we got a ruling from the judge that held Apple in contempt of court. This has a lot of significance for whether or not mobile game companies can go outside of Apple’s store and advertise lower prices on their web shops or other sites. They can sell the same things at lower prices than the app store because Apple takes a 30% cut.
    Apple appealed this and had been able to dodge the effects of it, even in Europe, where they had a 27% core technology fee they introduced. Now the judge has said, “No more of that. You can’t evade this ruling anymore. You have to allow game companies to tell their users that there are lower prices elsewhere.” This is a fundamental antitrust protection for consumers. The ruling should affect the whole industry. What’s your view?
    Fernandez Remesal: We were talking last week, early this week. Eventually, we’ll see some form of platform disruption, especially when you look at mobile platforms. Mobile has been mostly governed by two platform companies, Google and Apple. There have been other app stores in the Android ecosystem, but in the end there are few opportunities for you to get content, and particularly games, on your mobile device. That’s a situation set for disruption.
    Eventually, particularly in countries that are more protective toward consumers–they’re upset about these oligopolies. They’d like to offer consumers more opportunities to discover content and do so in a way that’s fair for both consumers and game developers. The Digital Markets Act, in the United Kingdom, was one of the first changes we saw trying to open the mobile gaming ecosystem a bit more, trying to ensure that developers have some choice and consumers have some choice. But as you mentioned, that was a segue way for Apple to introduce a new tax, a new fee for game developers if they wanted to go that route.
    What we saw a few hours ago–it looks really recent. But game developers now have the opportunity to have a direct relationship with consumers. They can build that relationship in a way where they can offer consumers more alternatives and choices. First of all, price points. You can offer different price points compared to what’s available in the app stores. For those of you who are game developers, in the app stores you cannot select any price point you want. They’re fixed. They have ranges you can pick from, but you can’t just select any price point at all.
    The second factor, as you mentioned, is discounts. Trying to ensure that if you’re proposing this direct to consumer offering, you can adjust your margins and provide more value to consumers. Eventually that ensures that you as a game developer can get a broader part of the value share you’re creating with the consumer, but at the same time give some back as well to the consumer in a way where they can pay less when they’re using a web shop.
    The thing that we’ll hopefully start to see soon is that it’s not just about you informing consumers that they can have other ways to consume your content and buy content outside of your app, going to the web to buy it. Eventually it will open up the actual app to more real payment methods in games, as you see in other apps in the app stores.
    GamesBeat: We’re not quite sure what the line will be. Will Apple allow people to use their own payment systems as an alternative to Apple Pay?
    Fernandez Remesal: Right. But from that perspective, games have been punished compared to other apps. Why are we not able to build that kind of relationship with consumers? Why can’t we propose a specific payment or subscription mechanic that other entertainment options can do in the app stores?
    Sandsoft’s Potions & Spells.
    GamesBeat: Assuming that payments are not going to change, the next best thing is web shops. Set up your own store on the web. In the past companies could not advertise that web shop’s existence inside the app, but now they can. They can say that you can get something for cheaper prices elsewhere. Xsolla has been opening a lot of these web shops and operating them for companies. They have more than 500 of them now. But nobody knew about them. They do say that consumers are using them. They’re going back at a 30-40% rate and creating a 10-16% lift in revenues for developers, or in some cases higher. Those sound like fairly promising results relatively early for alternative web shops.
    Fernandez Remesal: That’s correct. Particularly, if you’re a consumer that pays in mobile free-to-play games, you’re trying to get the best value for money. Eventually this kind of core, engaged audience that makes up the payers in your game, they already know they can go to the shop to get a better offering. For the greater mass of consumers that don’t pay, they’re not really aware they can go to the web shop to buy content and get better deals than going through the app stores, the in-app shops.
    There are two issues here. One is about consumers getting more value for money here. The second is about developers getting more value from the value chain and delivering more of it back to consumers as well.
    GamesBeat: The net result is that it’s more money going to the bottom line for developers to reinvest in their business. That’s been sorely needed, especially in the last two and a half years. We’ve seen a real painful downturn in the global game industry. Every penny counts these days.
    Fernandez Remesal: It’s a better distribution of value in this case, considering what everyone puts on the table. Maybe in the early days of the app stores there were more merchandising options for developers, ways to get value from the app stores. There was less content. Your content could reach more users. There was value in the promotional activity the app store would run for you. Now that’s heavily driven by UA. In that context, the app stores really just become a payment method. From that perspective, developers capturing more value and giving more value back to consumers is good, because that’s reinvested in the game industry. Game developers capture more value and that helps them create better content and engage better with consumers.
    GamesBeat: We’ve talked about some of these trends. How are you most closely aligning your company to some of these trends, to take advantage of them?
    Iza’s Supermarket is a game from Sandsoft.
    Fernandez Remesal: There are a couple of trends we didn’t discuss much. One is about how mobile games in particular are becoming more complex. Three years ago we were talking about hypercasual games, games mostly monetized through in-game advertising. Because of the challenges around privacy, games are becoming more deep now. They have microtransactions. Even casual games are becoming more complex. They have metagames on top. They have deeper economies. Casual games are becoming more mid-core.
    Mid-core games are going this way as well, to more core game mechanics. You see plenty of games with battle passes, with more core engagement loops that you didn’t see before. And then when you go to really core games, they’re becoming more like casual games. They’re trying to simplify at the core, trying to make themselves more accessible. There are some shifts on the way. Game developers are making games that are in a way more complex, but they’re trying to simplify the core game mechanics to be more accessible.
    As a company we’re trying to follow these trends. We’re working on a few casual games that we’re releasing with our exterior partners. We’re trying to observe how we can propose these deeper economies in games that feel very accessible, that are easy to play, that are easy to grasp and explain through a simple ad, but that can eventually retain and engage people for a long time.
    The second trend we didn’t discuss much was generative AI. That’s transforming not just game development, but many industries. It’s a new tool for everyone to use and leverage. Any game company, or any company at all, in the long term needs to have a proper AI strategy. In our case we’re leveraging AI mostly for content creation, mostly for ads at this moment. We’re enriching our NPCs through AI. But I presume that we’ll be adding efficiencies in most of the things we do, like game programming. We’re doing code reviews with AI now. We’re doing some small level designs with AI. That’s one of the tools that’s going to provide superpowers to game developers.
    David Fernandez Remesal moved to Saudi Arabia to run Sandsoft.
    Teams that, a few years ago, were considering building an engine of their own, they don’t do that any more. They use Unity or Godot or Unreal. Now there are pipelines for game development that will be transformed by the use of AI. Things that need 10 people to do them nowadays, one developer might be able to do them more efficiently a year from now.
    GamesBeat: Would you consider bringing mobile ads into the company because of AI advances? Mobile ad optimization now can be done quite well by AI. Fewer people can get much more work done in terms of creating variations on ads to test them in the market and see which particular ad does well. That optimization process was often handled by outsiders. Could that change?
    Fernandez Remesal: On the go-to-market you’re precisely right. For mobile games, what we call creative optimization is part of the way that you can optimize your growth strategy. But it’s broader than that. When you think about how, particularly in this case, artists work, they work on content production. You create some illustrations of characters and environments, and this is transformed by AI. With one artist you can get 100 different concepts with just a couple of prompts. Before, in the manual world, you’d need to spend probably half a day to just create one. This is about being more open for creativity, to get more options for exploring characters, environments, and art styles. It’s not just on the advertising side, too. It’s on game creation, too, to explore new concepts in a broader way.
    GamesBeat: In Saudi Arabia you have some parallels to Brazil in some ways, in terms of what you do with the team that you have. The team is relatively new to games. You’re growing a local staff. We saw some very interesting trends in the past year around Black Myth: Wukong. It was a Chinese-made game made for Chinese consumers, the Chinese market. It did spectacularly well on the global stage as well, 25 million copies sold right off the bat. It validated the notion that a country’s local content could be appealing on a global scale. A lot more games are being greenlit in China now with hopes that they’ll reach a global market.
    Sandosoft’s PocketNecro
    For you, in Saudi Arabia, do you have a choice to make around whether to make local content or global content?
    Fernandez Remesal: As a game developer, we’re creating content for global markets. We’re not doing content to be consumed locally. But that doesn’t mean–as in any part of the world, you have local stories, local myths, local themes that you can expose and eventually create connections with consumers and players everywhere in the world.
    When I think about our talent pool, I won’t deny that we’re quite an international company. We have 100 people on the team who come from 30 different nationalities. We’re still a nascent state in terms of local Saudi talent. We don’t have enough capability to create these local stories in a way where they feel authentic, where they’re told by the right people. But that will come eventually. I think there’s a good analogy when you think about movies and television. There are plenty of stories from this part of the world that have been told. We talked about Aladdin, about Prince of Egypt. There are plenty of stories that resonate with global audiences. But we need to have the real people, the local talent that can tell these stories in a way that eventually attracts a global audience and can become a mass market opportunity, rather than a niche thing for the local market.
    GamesBeat: A lot of this is maybe a stepping-stone process. You have to level up your team. You have to make sure that they can grow to be veterans of the industry. Then at that point the opportunities change. You can use them to be the central creators of the content.
    Fernandez Remesal: Correct. When you’re creating games, when you’re creating many kinds of content, it comes from your own passion. There’s some sense of the market involved, understanding whether there’s a commercial opportunity, but it comes from people’s passion. The passion is there, but the skills and capabilities are not there yet to think about a global game opportunity. We’ve seen that in other games. Assassin’s Creed is a good example of that, where they’ve taken worlds and themes that resonate in the region, but not to the extent that it feels like a proper story from that part of the world. But you’re precisely right. We need to wait a few years to have this capability in place so we have a credible story to tell in a commercial way and can meet the quality expectations that global audiences have.
    GamesBeat: From what you’ve seen, what is your assessment of where talent is? Whether in your region or other regions of the world as well. Where is the best mobile gaming talent now?
    Sandsoft’s Wizario
    Fernandez Remesal: The answer for me is quite easy. You just need to look at the games that make the top of the charts. China has definitely become the world leader in game development talent for mobile games. It’s not just about Tencent or Netease or MiHoYo. Plenty of game developers are creating games that are consumed globally. That’s the larger talent pool for mobile games.
    It’s true as well that the pool is expanding quite broadly. Creating mobile games is more accessible than going for triple-A console games. There are plenty of pockets of excellence in Europe, in the U.S., in Latin America. I’m really impressed by people here in Brazil, in Argentina, in Uruguay, in Chile. That’s becoming more accessible. Talent is developing in many parts of the world.
    In my region, in Saudi Arabia, it’s very new. I think that’s resonating with people here in Brazil. Maybe we’re Brazil five years ago. There were some pockets of talent that were trying to get their first companies into the market. We’re on the route where we’re importing talent to support game development, but also building local talent, so we can develop the whole industry.
    Another topic that’s not so much a trend as a reality now, it’s about going cross-platform. There are plenty of mobile first games that are thinking about moving to different platforms. When you think about how you can go to market, how you can prototype, mobile is usually the cheaper platform to do that. We see more and more teams getting their IP into PC and console coming from mobile. We’re observing that more and more.
    Another trend we see is transmedia. Maybe that was a buzzword at one point, people thinking about migrating IP from games into other art forms, but we definitely see it quite a bit now, particularly the series we’ve seen from Netflix and Amazon and so forth. Rovio is doing movies. Transmedia is becoming a trend for companies with deep pockets and deep budgets.
    GamesBeat: The biggest thing to watch right now, I would agree, is AI and where it’s going to change things. I believe that mobile gaming is one of the areas where it’s going to have the biggest impact. AI can’t create triple-A games yet, but there are a lot of things related to the business of mobile games that can be automated. We’ll see where that takes hold and gets traction.
    Fernandez Remesal: Something that we’re seeing quite a bit here in Brazil is the renaissance of web gaming. WebGL has really improved lately. We see amazing experiences on the mobile web. Mobile web will be an opportunity for game developers. It links to what we mentioned before with web shops and how you can monetize.
    GamesBeat: We have the Nintendo Switch 2 launching very shortly. The interesting thing about now versus years ago is that Nintendo is no longer the first device that kids get their hands on as a gamer. It’s smartphones and tablets now, mobile games. That’s how they learn to play games, which represents a sea change for companies like Nintendo. They have to follow this trend. The youngest gamers are only going to know the brands that they see on mobile.
    Fernandez Remesal: That’s precisely right. Mobile is the first gaming device for many, many people, particularly kids. That’s where they discover content. It’s not just games. It’s how they find all forms of entertainment – streaming media, music, and games as well.
    Disclosure: Gamescom Latam paid my way to Brazil.

    GB Daily
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    Sandsoft’s David Fernandez Remesal on the Apple antitrust ruling and more mobile game opportunities | The DeanBeat
    David Fernandez Remesal took the job of CEO of Sandsoft in 2020 and moved to Saudi Arabia, where his mobile game company is based. He set up a studio in Riyadh and also hired mobile game developers in places like his native Spain, Finland and China. Fernandez Remesal focused on esports at first, but pivoted to mobile games as a more viable business approach. The summers are a lot hotter for sure, but Fernandez has sweated out the hard work of establishing a new studio in a place where game development skills are only just being fostered now for the new generations of game developers. While Brazil is a bigger and more established market, Fernandez Remesal, who worked on games like Candy Crush Saga and Bubble Witch Saga before leading Sandsoft. We talked about mobile game trends at our fireside chat at Gamescom Latam in a talk entitled, “The Mobile Frontier: Big Trends and Smarter Moves for 2025.” We covered a lot of ground in our fireside chat at Gamescom Latam in Sao Paulo, Brazil. We hit topics like Apple’s move to emphasize user privacy over targeted ads as it deprecated the Identifier for Advertises. We also covered the antitrust ruling that could bust the floodgates open when it comes to developers being able to advertise their own web shopsinside their mobile games on the Apple and Google app stores. We explored the consequences if game developers are also able to use their own payment systems — which take around 3% commissions rather than 30% — in mobile game transactions. Sandsoft is focused on taking advantage of these trends by focusing on midcore gamers, which is becoming a bigger part of the overall mobile games market. And Sandsoft is also busy working on AI tools that can help developers work more efficiently. And we looked at other opportunities for mobile to grow as the mobile-first generation grows up and becomes a bigger part of the population of gamers. We also assessed when it’s the right time for local talent to take on local stories and spread them to the global stage with authentic triple-A development. Here’s an edited transcript of our on-stage interview. Sandsoft CEO David Fernandez Remesal GamesBeat: I’m here with David Fernandez Remesal, the CEO of Sandsoft. I’ll have him introduce himself, his career in games, and the origins of Sandsoft. David Fernandez Remesal: I’m pleased to be in Brazil. It’s my first time. I’d like to thank everyone here. You’re doing an incredible show. I’m kind of what I could call mobile native when it comes to game development. I started my career working on mobile games almost 20 years ago. Those of you that were around, that means before smartphone games. I worked at a company called THQ that you may remember. They were one of the pioneers, as a triple-A games company, in doing mobile games as well. I started my career at THQ Juarez, their mobile game division. After that I had the privilege of working with two industry titans at a company called Digital Chocolate. That was Trip Hawkins, the founder of Electronic Arts, and Ilkka Paananen, who happens to be the CEO and founder of Supercell as well. I spent part of my career working on an app store with Nokia. I also worked on the N-Gage handheld device. In that particular case I made the wrong choice. I went for the loser in the smartphone era. But eventually I learned quite a bit about how you need merchandise, games, and apps on an e-commerce platform. After doing something in the mobile advertising space, I also had the honor of joining King, where I worked for almost five years on a couple of franchises. One was Bubble Witch Saga, and then Candy Crush Saga. I was at the King London studio when I left to run Sandsoft five years ago. GamesBeat: Sandsoft is interesting to this market in part because you’re also in an emerging market, albeit a very different part of the world. The company is headquartered in Saudi Arabia. Can you talk about how that happened to come about? Fernandez Remesal: We’re slightly earlier in terms of the game industry in Saudi compared to what we see here in Brazil, particularly toward game development capabilities. But we have a nice consumer market. It’s not as big as Brazil. But let me get started with how Sandsoft was created. For those of you who are not familiar with Saudi Arabia, they have a plan called Saudi Vision 2030. The main proposal is to diversify the economy away from oil and gas. As part of that program, they’re trying to build what we call a knowledge economy. Gaming is a pivotal part of that transition. We’re part of a large Saudi corporation that was founded to support that plan. They decided to diversify their group. Gaming was one of the things they wanted to do. Sandsoft was born in 2019, originally as an esports company. The first thing we did as a company was the PUBG Mobile event in Saudi Arabia. Butrealized esports was not a business. It was maybe more of a show, rather than proper commercial ongoing activities you can run in a sustainable way. They decided to venture into mobile game development and publishing, which is what we do today. We’re developing games in our own studios, and we’re a global games publisher. We’re supporting game development studios in the mobile space to commercialize their games. Iza’s Supermarket GamesBeat: What are you working on? What is your focus? How big is the team, and where are they? Fernandez Remesal: We now have roughly 100 people. We’re split into four different markets. We have people in Saudi Arabia, where we’re headquartered. We also host a game development studio there. We have satellite offices in Spain, where we also have a development studio. Then we have a couple of publishing operations in China and Finland. We also have a small studio in France. That’s where we have our operations. In terms of focus, as I mentioned to you, we’re focused on mobile platforms. We have a few games with aspirations to become cross-platform, but we’re mobile first. GamesBeat: You moved to Saudi Arabia. Can you talk about what that was like for you? Fernandez Remesal: Yes, I did. I’ve been there for four years now. The weather aside – the summer is really hot – it was a big cultural change for a European to come over to a country that was maybe more conservative, that was more closed than other countries I’ve lived in. But I felt that if you are respectful, if you try to understand the things that are changing, and if you adapt to the pace of change, it’s quite livable. The people are very passionate about games specifically. There’s a young, savvy population. They consider themselves gamers. When you tell them you work in games, they respect you. It’s different from other countries, where people think you play games all day. They don’t realize that this is an art form, that this is something that goes beyond just play. GamesBeat: A reminder that it’s a global industry. Gaming is not what it used to be. It used to be from Japan, the U.S., and Europe. Now it’s a very different world. Fernandez Remesal: Correct. It’s becoming very global. Like we see here. It’s not just about all the people attending to play games, but also all the game companies showcasing their games, which is really exciting. GamesBeat: How far along are your games? Fernandez Remesal: In terms of our game development studios, we’re just starting our first prototypes. Both studios started in 2023, but it took us some time to get the initial core teams that we could trust to develop their game ideas into commercially viable games. We have been in a kind of boot camp at both the studios for a year. Now they’re starting to prototype what we can see as more commercial games. As a publisher we have a few games already in the market. Maybe the first we released was in partnership with Jam City, DC Heroes and Villains. We’re also raising a few other games that–mobile free-to-play games, you don’t have a red button where you hit it and the game is live. It’s more about ongoing progress. You’re keeping them in development and improving the games. Then you try to find ways to scale. In this case through user acquisition. In that sense we’ve had games available in the market for more than three years. We have six games in our portfolio. Two of them are more mature. We expect to scale them in the first half of the year. GamesBeat: Let’s get into some of the trends in the mobile industry. What do you see? What matters to you? What is important to pay attention to in mobile? Fernandez Remesal: Let me start with something that is in many cases not looked into enough. We’re seeing a change in the audience itself. We need to acknowledge that Generation Z is coming in. They bring a completely new way of consuming content. They’re less attracted to deep, engaging experiences. If I could call them, in a way, the digital generation, they’re focused on short-term or short-form entertainment, where they can get their dopamine and adrenaline and then engage further. They’re a generation that doesn’t pay a lot of attention until they get really hooked on the things they’re doing. From that perspective, we see a shift in consumer behavior. We see different session lengths, different ways of engaging with games. The industry is growing by double digits in regions like South America and the Middle East and southeast Asia, while the more western markets aren’t growing as much. That’s linked to the average age in these regions. They have much younger populations in these emerging markets, where they consume games as a native entertainment form. There’s a new consumer coming in from Generation Z, bringing new consumption patterns in their session habits and rates of play. At the same time, there’s an opportunity to propose different kinds of content. Epic Games is still tangling with Google and Apple on antitrust. GamesBeat: One of the interesting trends that’s emerged in mobile is the importance of the relationship between developers and platforms. We saw Apple’s decision a few years ago to prioritize user privacy over targeted advertising. It made targeted advertising much harder. Game companies lost the ability to very precisely target people who favored certain kinds of games. They had to go back to more of a guessing game around how to zero in on which users they wanted to target. This had an impact over years. Do you think we’ve learned how to deal with this change in the market and still be able to find the users that you need? Fernandez Remesal: IDFA is not going to go away. Privacy is going to be with us. It’s going to be something that everyone has to pay attention to. That’s been critical in the mobile space, because of the merchandising problems we see in the app stores. We see a lot of problems in content discoverability. That means most of the growth we’ve seen in these games has been through performance marketing user acquisition. One thing that we’re seeing more and more is game developers trying to build communities everywhere. Trying to expose their games. Trying to create communities through influencers, through Discord and content creation. But eventually IDFA is here to stay. GamesBeat: Speaking of the developer-platform relationship, we’ve had an antitrust case going on for a long time, four and a half years now, between Epic Games and Apple. Yesterday we got a ruling from the judge that held Apple in contempt of court. This has a lot of significance for whether or not mobile game companies can go outside of Apple’s store and advertise lower prices on their web shops or other sites. They can sell the same things at lower prices than the app store because Apple takes a 30% cut. Apple appealed this and had been able to dodge the effects of it, even in Europe, where they had a 27% core technology fee they introduced. Now the judge has said, “No more of that. You can’t evade this ruling anymore. You have to allow game companies to tell their users that there are lower prices elsewhere.” This is a fundamental antitrust protection for consumers. The ruling should affect the whole industry. What’s your view? Fernandez Remesal: We were talking last week, early this week. Eventually, we’ll see some form of platform disruption, especially when you look at mobile platforms. Mobile has been mostly governed by two platform companies, Google and Apple. There have been other app stores in the Android ecosystem, but in the end there are few opportunities for you to get content, and particularly games, on your mobile device. That’s a situation set for disruption. Eventually, particularly in countries that are more protective toward consumers–they’re upset about these oligopolies. They’d like to offer consumers more opportunities to discover content and do so in a way that’s fair for both consumers and game developers. The Digital Markets Act, in the United Kingdom, was one of the first changes we saw trying to open the mobile gaming ecosystem a bit more, trying to ensure that developers have some choice and consumers have some choice. But as you mentioned, that was a segue way for Apple to introduce a new tax, a new fee for game developers if they wanted to go that route. What we saw a few hours ago–it looks really recent. But game developers now have the opportunity to have a direct relationship with consumers. They can build that relationship in a way where they can offer consumers more alternatives and choices. First of all, price points. You can offer different price points compared to what’s available in the app stores. For those of you who are game developers, in the app stores you cannot select any price point you want. They’re fixed. They have ranges you can pick from, but you can’t just select any price point at all. The second factor, as you mentioned, is discounts. Trying to ensure that if you’re proposing this direct to consumer offering, you can adjust your margins and provide more value to consumers. Eventually that ensures that you as a game developer can get a broader part of the value share you’re creating with the consumer, but at the same time give some back as well to the consumer in a way where they can pay less when they’re using a web shop. The thing that we’ll hopefully start to see soon is that it’s not just about you informing consumers that they can have other ways to consume your content and buy content outside of your app, going to the web to buy it. Eventually it will open up the actual app to more real payment methods in games, as you see in other apps in the app stores. GamesBeat: We’re not quite sure what the line will be. Will Apple allow people to use their own payment systems as an alternative to Apple Pay? Fernandez Remesal: Right. But from that perspective, games have been punished compared to other apps. Why are we not able to build that kind of relationship with consumers? Why can’t we propose a specific payment or subscription mechanic that other entertainment options can do in the app stores? Sandsoft’s Potions & Spells. GamesBeat: Assuming that payments are not going to change, the next best thing is web shops. Set up your own store on the web. In the past companies could not advertise that web shop’s existence inside the app, but now they can. They can say that you can get something for cheaper prices elsewhere. Xsolla has been opening a lot of these web shops and operating them for companies. They have more than 500 of them now. But nobody knew about them. They do say that consumers are using them. They’re going back at a 30-40% rate and creating a 10-16% lift in revenues for developers, or in some cases higher. Those sound like fairly promising results relatively early for alternative web shops. Fernandez Remesal: That’s correct. Particularly, if you’re a consumer that pays in mobile free-to-play games, you’re trying to get the best value for money. Eventually this kind of core, engaged audience that makes up the payers in your game, they already know they can go to the shop to get a better offering. For the greater mass of consumers that don’t pay, they’re not really aware they can go to the web shop to buy content and get better deals than going through the app stores, the in-app shops. There are two issues here. One is about consumers getting more value for money here. The second is about developers getting more value from the value chain and delivering more of it back to consumers as well. GamesBeat: The net result is that it’s more money going to the bottom line for developers to reinvest in their business. That’s been sorely needed, especially in the last two and a half years. We’ve seen a real painful downturn in the global game industry. Every penny counts these days. Fernandez Remesal: It’s a better distribution of value in this case, considering what everyone puts on the table. Maybe in the early days of the app stores there were more merchandising options for developers, ways to get value from the app stores. There was less content. Your content could reach more users. There was value in the promotional activity the app store would run for you. Now that’s heavily driven by UA. In that context, the app stores really just become a payment method. From that perspective, developers capturing more value and giving more value back to consumers is good, because that’s reinvested in the game industry. Game developers capture more value and that helps them create better content and engage better with consumers. GamesBeat: We’ve talked about some of these trends. How are you most closely aligning your company to some of these trends, to take advantage of them? Iza’s Supermarket is a game from Sandsoft. Fernandez Remesal: There are a couple of trends we didn’t discuss much. One is about how mobile games in particular are becoming more complex. Three years ago we were talking about hypercasual games, games mostly monetized through in-game advertising. Because of the challenges around privacy, games are becoming more deep now. They have microtransactions. Even casual games are becoming more complex. They have metagames on top. They have deeper economies. Casual games are becoming more mid-core. Mid-core games are going this way as well, to more core game mechanics. You see plenty of games with battle passes, with more core engagement loops that you didn’t see before. And then when you go to really core games, they’re becoming more like casual games. They’re trying to simplify at the core, trying to make themselves more accessible. There are some shifts on the way. Game developers are making games that are in a way more complex, but they’re trying to simplify the core game mechanics to be more accessible. As a company we’re trying to follow these trends. We’re working on a few casual games that we’re releasing with our exterior partners. We’re trying to observe how we can propose these deeper economies in games that feel very accessible, that are easy to play, that are easy to grasp and explain through a simple ad, but that can eventually retain and engage people for a long time. The second trend we didn’t discuss much was generative AI. That’s transforming not just game development, but many industries. It’s a new tool for everyone to use and leverage. Any game company, or any company at all, in the long term needs to have a proper AI strategy. In our case we’re leveraging AI mostly for content creation, mostly for ads at this moment. We’re enriching our NPCs through AI. But I presume that we’ll be adding efficiencies in most of the things we do, like game programming. We’re doing code reviews with AI now. We’re doing some small level designs with AI. That’s one of the tools that’s going to provide superpowers to game developers. David Fernandez Remesal moved to Saudi Arabia to run Sandsoft. Teams that, a few years ago, were considering building an engine of their own, they don’t do that any more. They use Unity or Godot or Unreal. Now there are pipelines for game development that will be transformed by the use of AI. Things that need 10 people to do them nowadays, one developer might be able to do them more efficiently a year from now. GamesBeat: Would you consider bringing mobile ads into the company because of AI advances? Mobile ad optimization now can be done quite well by AI. Fewer people can get much more work done in terms of creating variations on ads to test them in the market and see which particular ad does well. That optimization process was often handled by outsiders. Could that change? Fernandez Remesal: On the go-to-market you’re precisely right. For mobile games, what we call creative optimization is part of the way that you can optimize your growth strategy. But it’s broader than that. When you think about how, particularly in this case, artists work, they work on content production. You create some illustrations of characters and environments, and this is transformed by AI. With one artist you can get 100 different concepts with just a couple of prompts. Before, in the manual world, you’d need to spend probably half a day to just create one. This is about being more open for creativity, to get more options for exploring characters, environments, and art styles. It’s not just on the advertising side, too. It’s on game creation, too, to explore new concepts in a broader way. GamesBeat: In Saudi Arabia you have some parallels to Brazil in some ways, in terms of what you do with the team that you have. The team is relatively new to games. You’re growing a local staff. We saw some very interesting trends in the past year around Black Myth: Wukong. It was a Chinese-made game made for Chinese consumers, the Chinese market. It did spectacularly well on the global stage as well, 25 million copies sold right off the bat. It validated the notion that a country’s local content could be appealing on a global scale. A lot more games are being greenlit in China now with hopes that they’ll reach a global market. Sandosoft’s PocketNecro For you, in Saudi Arabia, do you have a choice to make around whether to make local content or global content? Fernandez Remesal: As a game developer, we’re creating content for global markets. We’re not doing content to be consumed locally. But that doesn’t mean–as in any part of the world, you have local stories, local myths, local themes that you can expose and eventually create connections with consumers and players everywhere in the world. When I think about our talent pool, I won’t deny that we’re quite an international company. We have 100 people on the team who come from 30 different nationalities. We’re still a nascent state in terms of local Saudi talent. We don’t have enough capability to create these local stories in a way where they feel authentic, where they’re told by the right people. But that will come eventually. I think there’s a good analogy when you think about movies and television. There are plenty of stories from this part of the world that have been told. We talked about Aladdin, about Prince of Egypt. There are plenty of stories that resonate with global audiences. But we need to have the real people, the local talent that can tell these stories in a way that eventually attracts a global audience and can become a mass market opportunity, rather than a niche thing for the local market. GamesBeat: A lot of this is maybe a stepping-stone process. You have to level up your team. You have to make sure that they can grow to be veterans of the industry. Then at that point the opportunities change. You can use them to be the central creators of the content. Fernandez Remesal: Correct. When you’re creating games, when you’re creating many kinds of content, it comes from your own passion. There’s some sense of the market involved, understanding whether there’s a commercial opportunity, but it comes from people’s passion. The passion is there, but the skills and capabilities are not there yet to think about a global game opportunity. We’ve seen that in other games. Assassin’s Creed is a good example of that, where they’ve taken worlds and themes that resonate in the region, but not to the extent that it feels like a proper story from that part of the world. But you’re precisely right. We need to wait a few years to have this capability in place so we have a credible story to tell in a commercial way and can meet the quality expectations that global audiences have. GamesBeat: From what you’ve seen, what is your assessment of where talent is? Whether in your region or other regions of the world as well. Where is the best mobile gaming talent now? Sandsoft’s Wizario Fernandez Remesal: The answer for me is quite easy. You just need to look at the games that make the top of the charts. China has definitely become the world leader in game development talent for mobile games. It’s not just about Tencent or Netease or MiHoYo. Plenty of game developers are creating games that are consumed globally. That’s the larger talent pool for mobile games. It’s true as well that the pool is expanding quite broadly. Creating mobile games is more accessible than going for triple-A console games. There are plenty of pockets of excellence in Europe, in the U.S., in Latin America. I’m really impressed by people here in Brazil, in Argentina, in Uruguay, in Chile. That’s becoming more accessible. Talent is developing in many parts of the world. In my region, in Saudi Arabia, it’s very new. I think that’s resonating with people here in Brazil. Maybe we’re Brazil five years ago. There were some pockets of talent that were trying to get their first companies into the market. We’re on the route where we’re importing talent to support game development, but also building local talent, so we can develop the whole industry. Another topic that’s not so much a trend as a reality now, it’s about going cross-platform. There are plenty of mobile first games that are thinking about moving to different platforms. When you think about how you can go to market, how you can prototype, mobile is usually the cheaper platform to do that. We see more and more teams getting their IP into PC and console coming from mobile. We’re observing that more and more. Another trend we see is transmedia. Maybe that was a buzzword at one point, people thinking about migrating IP from games into other art forms, but we definitely see it quite a bit now, particularly the series we’ve seen from Netflix and Amazon and so forth. Rovio is doing movies. Transmedia is becoming a trend for companies with deep pockets and deep budgets. GamesBeat: The biggest thing to watch right now, I would agree, is AI and where it’s going to change things. I believe that mobile gaming is one of the areas where it’s going to have the biggest impact. AI can’t create triple-A games yet, but there are a lot of things related to the business of mobile games that can be automated. We’ll see where that takes hold and gets traction. Fernandez Remesal: Something that we’re seeing quite a bit here in Brazil is the renaissance of web gaming. WebGL has really improved lately. We see amazing experiences on the mobile web. Mobile web will be an opportunity for game developers. It links to what we mentioned before with web shops and how you can monetize. GamesBeat: We have the Nintendo Switch 2 launching very shortly. The interesting thing about now versus years ago is that Nintendo is no longer the first device that kids get their hands on as a gamer. It’s smartphones and tablets now, mobile games. That’s how they learn to play games, which represents a sea change for companies like Nintendo. They have to follow this trend. The youngest gamers are only going to know the brands that they see on mobile. Fernandez Remesal: That’s precisely right. Mobile is the first gaming device for many, many people, particularly kids. That’s where they discover content. It’s not just games. It’s how they find all forms of entertainment – streaming media, music, and games as well. Disclosure: Gamescom Latam paid my way to Brazil. GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured. #sandsofts #david #fernandez #remesal #apple
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    Sandsoft’s David Fernandez Remesal on the Apple antitrust ruling and more mobile game opportunities | The DeanBeat
    David Fernandez Remesal took the job of CEO of Sandsoft in 2020 and moved to Saudi Arabia, where his mobile game company is based. He set up a studio in Riyadh and also hired mobile game developers in places like his native Spain, Finland and China. Fernandez Remesal focused on esports at first, but pivoted to mobile games as a more viable business approach. The summers are a lot hotter for sure, but Fernandez has sweated out the hard work of establishing a new studio in a place where game development skills are only just being fostered now for the new generations of game developers. While Brazil is a bigger and more established market, Fernandez Remesal, who worked on games like Candy Crush Saga and Bubble Witch Saga before leading Sandsoft. We talked about mobile game trends at our fireside chat at Gamescom Latam in a talk entitled, “The Mobile Frontier: Big Trends and Smarter Moves for 2025.” We covered a lot of ground in our fireside chat at Gamescom Latam in Sao Paulo, Brazil. We hit topics like Apple’s move to emphasize user privacy over targeted ads as it deprecated the Identifier for Advertises (IDFA). We also covered the antitrust ruling that could bust the floodgates open when it comes to developers being able to advertise their own web shops (where they can charge lower prices and don’t have to pay a 30% commission to Apple and Google) inside their mobile games on the Apple and Google app stores. We explored the consequences if game developers are also able to use their own payment systems — which take around 3% commissions rather than 30% — in mobile game transactions. Sandsoft is focused on taking advantage of these trends by focusing on midcore gamers, which is becoming a bigger part of the overall mobile games market. And Sandsoft is also busy working on AI tools that can help developers work more efficiently. And we looked at other opportunities for mobile to grow as the mobile-first generation grows up and becomes a bigger part of the population of gamers. We also assessed when it’s the right time for local talent to take on local stories and spread them to the global stage with authentic triple-A development. Here’s an edited transcript of our on-stage interview. Sandsoft CEO David Fernandez Remesal GamesBeat: I’m here with David Fernandez Remesal, the CEO of Sandsoft. I’ll have him introduce himself, his career in games, and the origins of Sandsoft. David Fernandez Remesal: I’m pleased to be in Brazil. It’s my first time. I’d like to thank everyone here. You’re doing an incredible show. I’m kind of what I could call mobile native when it comes to game development. I started my career working on mobile games almost 20 years ago. Those of you that were around, that means before smartphone games. I worked at a company called THQ that you may remember. They were one of the pioneers, as a triple-A games company, in doing mobile games as well. I started my career at THQ Juarez, their mobile game division. After that I had the privilege of working with two industry titans at a company called Digital Chocolate. That was Trip Hawkins, the founder of Electronic Arts, and Ilkka Paananen, who happens to be the CEO and founder of Supercell as well. I spent part of my career working on an app store with Nokia. I also worked on the N-Gage handheld device. In that particular case I made the wrong choice. I went for the loser in the smartphone era. But eventually I learned quite a bit about how you need merchandise, games, and apps on an e-commerce platform. After doing something in the mobile advertising space, I also had the honor of joining King, where I worked for almost five years on a couple of franchises. One was Bubble Witch Saga, and then Candy Crush Saga. I was at the King London studio when I left to run Sandsoft five years ago. GamesBeat: Sandsoft is interesting to this market in part because you’re also in an emerging market, albeit a very different part of the world. The company is headquartered in Saudi Arabia. Can you talk about how that happened to come about? Fernandez Remesal: We’re slightly earlier in terms of the game industry in Saudi compared to what we see here in Brazil, particularly toward game development capabilities. But we have a nice consumer market. It’s not as big as Brazil. But let me get started with how Sandsoft was created. For those of you who are not familiar with Saudi Arabia, they have a plan called Saudi Vision 2030. The main proposal is to diversify the economy away from oil and gas. As part of that program, they’re trying to build what we call a knowledge economy. Gaming is a pivotal part of that transition. We’re part of a large Saudi corporation that was founded to support that plan. They decided to diversify their group. Gaming was one of the things they wanted to do. Sandsoft was born in 2019, originally as an esports company. The first thing we did as a company was the PUBG Mobile event in Saudi Arabia. But [we] realized esports was not a business. It was maybe more of a show, rather than proper commercial ongoing activities you can run in a sustainable way. They decided to venture into mobile game development and publishing, which is what we do today. We’re developing games in our own studios, and we’re a global games publisher. We’re supporting game development studios in the mobile space to commercialize their games. Iza’s Supermarket GamesBeat: What are you working on? What is your focus? How big is the team, and where are they? Fernandez Remesal: We now have roughly 100 people. We’re split into four different markets. We have people in Saudi Arabia, where we’re headquartered. We also host a game development studio there. We have satellite offices in Spain, where we also have a development studio. Then we have a couple of publishing operations in China and Finland. We also have a small studio in France. That’s where we have our operations. In terms of focus, as I mentioned to you, we’re focused on mobile platforms. We have a few games with aspirations to become cross-platform, but we’re mobile first. GamesBeat: You moved to Saudi Arabia. Can you talk about what that was like for you? Fernandez Remesal: Yes, I did. I’ve been there for four years now. The weather aside – the summer is really hot – it was a big cultural change for a European to come over to a country that was maybe more conservative, that was more closed than other countries I’ve lived in. But I felt that if you are respectful, if you try to understand the things that are changing, and if you adapt to the pace of change, it’s quite livable. The people are very passionate about games specifically. There’s a young, savvy population. They consider themselves gamers. When you tell them you work in games, they respect you. It’s different from other countries, where people think you play games all day. They don’t realize that this is an art form, that this is something that goes beyond just play. GamesBeat: A reminder that it’s a global industry. Gaming is not what it used to be. It used to be from Japan, the U.S., and Europe. Now it’s a very different world. Fernandez Remesal: Correct. It’s becoming very global. Like we see here. It’s not just about all the people attending to play games, but also all the game companies showcasing their games, which is really exciting. GamesBeat: How far along are your games? Fernandez Remesal: In terms of our game development studios, we’re just starting our first prototypes. Both studios started in 2023, but it took us some time to get the initial core teams that we could trust to develop their game ideas into commercially viable games. We have been in a kind of boot camp at both the studios for a year. Now they’re starting to prototype what we can see as more commercial games. As a publisher we have a few games already in the market. Maybe the first we released was in partnership with Jam City, DC Heroes and Villains. We’re also raising a few other games that–mobile free-to-play games, you don’t have a red button where you hit it and the game is live. It’s more about ongoing progress. You’re keeping them in development and improving the games. Then you try to find ways to scale. In this case through user acquisition. In that sense we’ve had games available in the market for more than three years. We have six games in our portfolio. Two of them are more mature. We expect to scale them in the first half of the year. GamesBeat: Let’s get into some of the trends in the mobile industry. What do you see? What matters to you? What is important to pay attention to in mobile? Fernandez Remesal: Let me start with something that is in many cases not looked into enough. We’re seeing a change in the audience itself. We need to acknowledge that Generation Z is coming in. They bring a completely new way of consuming content. They’re less attracted to deep, engaging experiences. If I could call them, in a way, the digital generation, they’re focused on short-term or short-form entertainment, where they can get their dopamine and adrenaline and then engage further. They’re a generation that doesn’t pay a lot of attention until they get really hooked on the things they’re doing. From that perspective, we see a shift in consumer behavior. We see different session lengths, different ways of engaging with games. The industry is growing by double digits in regions like South America and the Middle East and southeast Asia, while the more western markets aren’t growing as much. That’s linked to the average age in these regions. They have much younger populations in these emerging markets, where they consume games as a native entertainment form. There’s a new consumer coming in from Generation Z, bringing new consumption patterns in their session habits and rates of play. At the same time, there’s an opportunity to propose different kinds of content. Epic Games is still tangling with Google and Apple on antitrust. GamesBeat: One of the interesting trends that’s emerged in mobile is the importance of the relationship between developers and platforms. We saw Apple’s decision a few years ago to prioritize user privacy over targeted advertising. It made targeted advertising much harder. Game companies lost the ability to very precisely target people who favored certain kinds of games. They had to go back to more of a guessing game around how to zero in on which users they wanted to target. This had an impact over years. Do you think we’ve learned how to deal with this change in the market and still be able to find the users that you need? Fernandez Remesal: IDFA is not going to go away. Privacy is going to be with us. It’s going to be something that everyone has to pay attention to. That’s been critical in the mobile space, because of the merchandising problems we see in the app stores. We see a lot of problems in content discoverability. That means most of the growth we’ve seen in these games has been through performance marketing user acquisition. One thing that we’re seeing more and more is game developers trying to build communities everywhere. Trying to expose their games. Trying to create communities through influencers, through Discord and content creation. But eventually IDFA is here to stay. GamesBeat: Speaking of the developer-platform relationship, we’ve had an antitrust case going on for a long time, four and a half years now, between Epic Games and Apple. Yesterday we got a ruling from the judge that held Apple in contempt of court. This has a lot of significance for whether or not mobile game companies can go outside of Apple’s store and advertise lower prices on their web shops or other sites. They can sell the same things at lower prices than the app store because Apple takes a 30% cut. Apple appealed this and had been able to dodge the effects of it, even in Europe, where they had a 27% core technology fee they introduced. Now the judge has said, “No more of that. You can’t evade this ruling anymore. You have to allow game companies to tell their users that there are lower prices elsewhere.” This is a fundamental antitrust protection for consumers. The ruling should affect the whole industry. What’s your view? Fernandez Remesal: We were talking last week, early this week. Eventually, we’ll see some form of platform disruption, especially when you look at mobile platforms. Mobile has been mostly governed by two platform companies, Google and Apple. There have been other app stores in the Android ecosystem, but in the end there are few opportunities for you to get content, and particularly games, on your mobile device. That’s a situation set for disruption. Eventually, particularly in countries that are more protective toward consumers–they’re upset about these oligopolies. They’d like to offer consumers more opportunities to discover content and do so in a way that’s fair for both consumers and game developers. The Digital Markets Act, in the United Kingdom, was one of the first changes we saw trying to open the mobile gaming ecosystem a bit more, trying to ensure that developers have some choice and consumers have some choice. But as you mentioned, that was a segue way for Apple to introduce a new tax, a new fee for game developers if they wanted to go that route. What we saw a few hours ago–it looks really recent. But game developers now have the opportunity to have a direct relationship with consumers. They can build that relationship in a way where they can offer consumers more alternatives and choices. First of all, price points. You can offer different price points compared to what’s available in the app stores. For those of you who are game developers, in the app stores you cannot select any price point you want. They’re fixed. They have ranges you can pick from, but you can’t just select any price point at all. The second factor, as you mentioned, is discounts. Trying to ensure that if you’re proposing this direct to consumer offering, you can adjust your margins and provide more value to consumers. Eventually that ensures that you as a game developer can get a broader part of the value share you’re creating with the consumer, but at the same time give some back as well to the consumer in a way where they can pay less when they’re using a web shop. The thing that we’ll hopefully start to see soon is that it’s not just about you informing consumers that they can have other ways to consume your content and buy content outside of your app, going to the web to buy it. Eventually it will open up the actual app to more real payment methods in games, as you see in other apps in the app stores. GamesBeat: We’re not quite sure what the line will be. Will Apple allow people to use their own payment systems as an alternative to Apple Pay? Fernandez Remesal: Right. But from that perspective, games have been punished compared to other apps. Why are we not able to build that kind of relationship with consumers? Why can’t we propose a specific payment or subscription mechanic that other entertainment options can do in the app stores? Sandsoft’s Potions & Spells. GamesBeat: Assuming that payments are not going to change, the next best thing is web shops. Set up your own store on the web. In the past companies could not advertise that web shop’s existence inside the app, but now they can. They can say that you can get something for cheaper prices elsewhere. Xsolla has been opening a lot of these web shops and operating them for companies. They have more than 500 of them now. But nobody knew about them. They do say that consumers are using them. They’re going back at a 30-40% rate and creating a 10-16% lift in revenues for developers, or in some cases higher. Those sound like fairly promising results relatively early for alternative web shops. Fernandez Remesal: That’s correct. Particularly, if you’re a consumer that pays in mobile free-to-play games, you’re trying to get the best value for money. Eventually this kind of core, engaged audience that makes up the payers in your game, they already know they can go to the shop to get a better offering. For the greater mass of consumers that don’t pay, they’re not really aware they can go to the web shop to buy content and get better deals than going through the app stores, the in-app shops. There are two issues here. One is about consumers getting more value for money here. The second is about developers getting more value from the value chain and delivering more of it back to consumers as well. GamesBeat: The net result is that it’s more money going to the bottom line for developers to reinvest in their business. That’s been sorely needed, especially in the last two and a half years. We’ve seen a real painful downturn in the global game industry. Every penny counts these days. Fernandez Remesal: It’s a better distribution of value in this case, considering what everyone puts on the table. Maybe in the early days of the app stores there were more merchandising options for developers, ways to get value from the app stores. There was less content. Your content could reach more users. There was value in the promotional activity the app store would run for you. Now that’s heavily driven by UA. In that context, the app stores really just become a payment method. From that perspective, developers capturing more value and giving more value back to consumers is good, because that’s reinvested in the game industry. Game developers capture more value and that helps them create better content and engage better with consumers. GamesBeat: We’ve talked about some of these trends. How are you most closely aligning your company to some of these trends, to take advantage of them? Iza’s Supermarket is a game from Sandsoft. Fernandez Remesal: There are a couple of trends we didn’t discuss much. One is about how mobile games in particular are becoming more complex. Three years ago we were talking about hypercasual games, games mostly monetized through in-game advertising. Because of the challenges around privacy, games are becoming more deep now. They have microtransactions. Even casual games are becoming more complex. They have metagames on top. They have deeper economies. Casual games are becoming more mid-core. Mid-core games are going this way as well, to more core game mechanics. You see plenty of games with battle passes, with more core engagement loops that you didn’t see before. And then when you go to really core games, they’re becoming more like casual games. They’re trying to simplify at the core, trying to make themselves more accessible. There are some shifts on the way. Game developers are making games that are in a way more complex, but they’re trying to simplify the core game mechanics to be more accessible. As a company we’re trying to follow these trends. We’re working on a few casual games that we’re releasing with our exterior partners. We’re trying to observe how we can propose these deeper economies in games that feel very accessible, that are easy to play, that are easy to grasp and explain through a simple ad, but that can eventually retain and engage people for a long time. The second trend we didn’t discuss much was generative AI. That’s transforming not just game development, but many industries. It’s a new tool for everyone to use and leverage. Any game company, or any company at all, in the long term needs to have a proper AI strategy. In our case we’re leveraging AI mostly for content creation, mostly for ads at this moment. We’re enriching our NPCs through AI. But I presume that we’ll be adding efficiencies in most of the things we do, like game programming. We’re doing code reviews with AI now. We’re doing some small level designs with AI. That’s one of the tools that’s going to provide superpowers to game developers. David Fernandez Remesal moved to Saudi Arabia to run Sandsoft. Teams that, a few years ago, were considering building an engine of their own, they don’t do that any more. They use Unity or Godot or Unreal. Now there are pipelines for game development that will be transformed by the use of AI. Things that need 10 people to do them nowadays, one developer might be able to do them more efficiently a year from now. GamesBeat: Would you consider bringing mobile ads into the company because of AI advances? Mobile ad optimization now can be done quite well by AI. Fewer people can get much more work done in terms of creating variations on ads to test them in the market and see which particular ad does well. That optimization process was often handled by outsiders. Could that change? Fernandez Remesal: On the go-to-market you’re precisely right. For mobile games, what we call creative optimization is part of the way that you can optimize your growth strategy. But it’s broader than that. When you think about how, particularly in this case, artists work, they work on content production. You create some illustrations of characters and environments, and this is transformed by AI. With one artist you can get 100 different concepts with just a couple of prompts. Before, in the manual world, you’d need to spend probably half a day to just create one. This is about being more open for creativity, to get more options for exploring characters, environments, and art styles. It’s not just on the advertising side, too. It’s on game creation, too, to explore new concepts in a broader way. GamesBeat: In Saudi Arabia you have some parallels to Brazil in some ways, in terms of what you do with the team that you have. The team is relatively new to games. You’re growing a local staff. We saw some very interesting trends in the past year around Black Myth: Wukong. It was a Chinese-made game made for Chinese consumers, the Chinese market. It did spectacularly well on the global stage as well, 25 million copies sold right off the bat. It validated the notion that a country’s local content could be appealing on a global scale. A lot more games are being greenlit in China now with hopes that they’ll reach a global market. Sandosoft’s PocketNecro For you, in Saudi Arabia, do you have a choice to make around whether to make local content or global content? Fernandez Remesal: As a game developer, we’re creating content for global markets. We’re not doing content to be consumed locally. But that doesn’t mean–as in any part of the world, you have local stories, local myths, local themes that you can expose and eventually create connections with consumers and players everywhere in the world. When I think about our talent pool, I won’t deny that we’re quite an international company. We have 100 people on the team who come from 30 different nationalities. We’re still a nascent state in terms of local Saudi talent. We don’t have enough capability to create these local stories in a way where they feel authentic, where they’re told by the right people. But that will come eventually. I think there’s a good analogy when you think about movies and television. There are plenty of stories from this part of the world that have been told. We talked about Aladdin, about Prince of Egypt. There are plenty of stories that resonate with global audiences. But we need to have the real people, the local talent that can tell these stories in a way that eventually attracts a global audience and can become a mass market opportunity, rather than a niche thing for the local market. GamesBeat: A lot of this is maybe a stepping-stone process. You have to level up your team. You have to make sure that they can grow to be veterans of the industry. Then at that point the opportunities change. You can use them to be the central creators of the content. Fernandez Remesal: Correct. When you’re creating games, when you’re creating many kinds of content, it comes from your own passion. There’s some sense of the market involved, understanding whether there’s a commercial opportunity, but it comes from people’s passion. The passion is there, but the skills and capabilities are not there yet to think about a global game opportunity. We’ve seen that in other games. Assassin’s Creed is a good example of that, where they’ve taken worlds and themes that resonate in the region, but not to the extent that it feels like a proper story from that part of the world. But you’re precisely right. We need to wait a few years to have this capability in place so we have a credible story to tell in a commercial way and can meet the quality expectations that global audiences have. GamesBeat: From what you’ve seen, what is your assessment of where talent is? Whether in your region or other regions of the world as well. Where is the best mobile gaming talent now? Sandsoft’s Wizario Fernandez Remesal: The answer for me is quite easy. You just need to look at the games that make the top of the charts. China has definitely become the world leader in game development talent for mobile games. It’s not just about Tencent or Netease or MiHoYo. Plenty of game developers are creating games that are consumed globally. That’s the larger talent pool for mobile games. It’s true as well that the pool is expanding quite broadly. Creating mobile games is more accessible than going for triple-A console games. There are plenty of pockets of excellence in Europe, in the U.S., in Latin America. I’m really impressed by people here in Brazil, in Argentina, in Uruguay, in Chile. That’s becoming more accessible. Talent is developing in many parts of the world. In my region, in Saudi Arabia, it’s very new. I think that’s resonating with people here in Brazil. Maybe we’re Brazil five years ago. There were some pockets of talent that were trying to get their first companies into the market. We’re on the route where we’re importing talent to support game development, but also building local talent, so we can develop the whole industry. Another topic that’s not so much a trend as a reality now, it’s about going cross-platform. There are plenty of mobile first games that are thinking about moving to different platforms. When you think about how you can go to market, how you can prototype, mobile is usually the cheaper platform to do that. We see more and more teams getting their IP into PC and console coming from mobile. We’re observing that more and more. Another trend we see is transmedia. Maybe that was a buzzword at one point, people thinking about migrating IP from games into other art forms, but we definitely see it quite a bit now, particularly the series we’ve seen from Netflix and Amazon and so forth. Rovio is doing movies. Transmedia is becoming a trend for companies with deep pockets and deep budgets. GamesBeat: The biggest thing to watch right now, I would agree, is AI and where it’s going to change things. I believe that mobile gaming is one of the areas where it’s going to have the biggest impact. AI can’t create triple-A games yet, but there are a lot of things related to the business of mobile games that can be automated. We’ll see where that takes hold and gets traction. Fernandez Remesal: Something that we’re seeing quite a bit here in Brazil is the renaissance of web gaming. WebGL has really improved lately. We see amazing experiences on the mobile web. Mobile web will be an opportunity for game developers. It links to what we mentioned before with web shops and how you can monetize. GamesBeat: We have the Nintendo Switch 2 launching very shortly. The interesting thing about now versus years ago is that Nintendo is no longer the first device that kids get their hands on as a gamer. It’s smartphones and tablets now, mobile games. That’s how they learn to play games, which represents a sea change for companies like Nintendo. They have to follow this trend. The youngest gamers are only going to know the brands that they see on mobile. Fernandez Remesal: That’s precisely right. Mobile is the first gaming device for many, many people, particularly kids. That’s where they discover content. It’s not just games. It’s how they find all forms of entertainment – streaming media, music, and games as well. Disclosure: Gamescom Latam paid my way to Brazil. GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured.
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