How to decide for resource limits when developing games for pc? Like memory usage limit

If we’re developing a cross-platform game, we aim for the best performance we can squeeze out of our lead platform. If we’re targeting PS5 as our lead SKU, that’s 16 gigs of RAM, 8 cores at 3.5 GHz, and so on. We aim the majority of our dev time for th…

Exploring monetization: Maximizing game revenue

Author’s note: This is Part 3 of the GameAnalytics monetization series. Previously, we have explored the basics of traditional and alternative monetization strategies. This article focuses on leveraging these strategies to maximize your game’s revenue. ________________ In our exploration through Part 1 and Part 2, we established the two primary monetization models: freemium and premium games, including numerous examples of monetization strategies. While much attention and effort is often directed towards monetization within free-to-play games, premium games also offer revenue generation opportunities. Regardless of which model your game aligns with, the core principles of successful monetization remain the same – prioritizing player satisfaction while maximizing revenue potential. Successful game monetization strategies To ensure that you’re effectively implementing and managing your monetization efforts, several approaches can be taken: 1. Tracking revenue and player behavior Tracking revenue and player behavior involves collecting…

Exploring innovative game monetization: Alternative approaches

Author’s note: This is Part 2 of the GameAnalytics monetization series. You can find Part 1 which focuses on traditional monetization strategies here. Part 3 will be published next Thursday, guiding you toward maximizing game revenue. ________________ Last week we explored traditional monetization strategies commonly employed in the gaming industry, focusing on freemium and premium models. We outlined various methods such as in-app purchases, advertising, and limitation removal, highlighting their implementation and impact on player experiences. However, it is not a secret that our industry is constantly changing as player preferences and market trends are shifting over time. What worked once will not necessarily work the second time, and a strategy that uplifted one game could be detrimental to another. This is why Game Developers, Growth Managers and Game Designers should be aware of as many innovative monetization solutions as…

Any thoughts on the “Fix Team Fortress 2” movement? Is there anything their fans can do differently to try and get some change to happen?

Valve is pretty notorious for being an industry unicorn doing their own thing. They’re a privately held company, meaning they have no shareholders to answer to besides their own founders. They make money hand over fist because they own a major distribu…

Looks like they released the Dragon Age: Veilguard gameplay reveal today. Aspiring developers,…

Looks like they released the Dragon Age: Veilguard gameplay reveal today. Aspiring developers, here’s a homework assignment. Treat this as a video of a vertical slice. Make a list of the individual features and systems you observe working from th…