Things You Need To Learn to Make Mobile Games — Transcript
Full transcript
- 0:00When I started making mobile games, I
- 0:02thought the job was this. You make a
- 0:03game, you release it, players download
- 0:05it, they play it, they leave reviews,
- 0:08and then you just fix some bugs, and
- 0:10money comes in. Passive income. That's
- 0:11it. And now, after making this for a
- 0:13while, I can tell you that making a game
- 0:16is maybe 20% of the job, or maybe 25.
- 0:19The other 75 is stuff nobody tells you
- 0:21about before you start. And I'll tell
- 0:23you what are those in this video.
- 0:25[music]
- 0:26But before I start, I wanted to say one
- 0:28thing, and don't worry, it's not
- 0:29sponsorship. And I really mean this. If
- 0:31this is the first time you're thinking
- 0:33about making mobile games, and you're
- 0:35watching this video, I don't want to
- 0:37overwhelm you. I don't want you to hear
- 0:39this list and think, "Okay, this is too
- 0:41hard. I'm dropping it right away."
- 0:43Because you don't learn all this at
- 0:44once. Nobody does. You learn it as it
- 0:47goes, slowly, step by step, one problem
- 0:49at a time. And eventually, you just look
- 0:51back, and you understand a lot of
- 0:53things. And if you're working in a
- 0:55studio, or you have teammates, then you
- 0:57just split this task between people, and
- 0:59it's much easier for you.
- 1:00So, this is not a warning. This is just
- 1:02a map. Okay? Let's go. And actually,
- 1:05here's something I think about
- 1:06sometimes. I think in some ways, it may
- 1:09be a bit easier to make games for PC or
- 1:12console than for mobile. Now, don't get
- 1:14me wrong. On PC, you need much deeper
- 1:16knowledge of game design and
- 1:17optimization, and games are deeper, the
- 1:20worlds are bigger, not always, but in
- 1:21many cases. But on mobile, even a simple
- 1:24game requires you to know a huge amount
- 1:26of stuff outside of the game itself.
- 1:28Especially if you're a small studio. And
- 1:30if you're working solo, it's not hard,
- 1:32exactly, but you have to learn a lot of
- 1:34things that have nothing to do with
- 1:35making a game. So, let me go through
- 1:38them in order. The first one happens
- 1:40before you make anything at all. You
- 1:42can't just make whatever you want. And I
- 1:44know how that sounds, but if this is not
- 1:46a hobby, and if you're trying to make
- 1:48some money out of it, and make a living
- 1:50out of this, then you can't just build a
- 1:53game that's in your head and hope.
- 1:55Because the market is burning right now.
- 1:57There are so many games. So, the first
- 1:59thing you do is analyzing the market.
- 2:01Which game is good game to make right
- 2:03now? Is there a niche? Do you want to
- 2:05follow a trend? Do you want to mix two
- 2:08genres and be innovative? And to answer
- 2:10that, you have to play games, trending
- 2:13games, old games, all kind of games,
- 2:15even games you don't like. Often, we
- 2:17make games we don't like. And love comes
- 2:19along while you're working on it. Well,
- 2:22in most cases. But, that's part of the
- 2:23job [music] now. Okay. Now you have an
- 2:25idea. Now you can start making a game.
- 2:28But, don't make the entire game. That's
- 2:30a bad idea, and you might just lose
- 2:32everything you put into and the most
- 2:34importantly, you might lose time. You
- 2:36make a prototype first, and it shouldn't
- 2:38be big, maybe an hour, hour and a half
- 2:40of gameplay content. And obviously, to
- 2:42make anything, you need to know how to
- 2:44animate, how to model, how to code, or
- 2:47at least know basic of those things if
- 2:49you want to make a genuinely good game.
- 2:51Now, with AI, you can do a lot of
- 2:53without knowing to code. That's real.
- 2:55But, it's still good to have some basic
- 2:57knowledges of all of those parts because
- 3:00when something breaks, you need to
- 3:01understand what you're looking at. Next
- 3:03thing is game design best practices and
- 3:06the economy.
- 3:07Your game has to be challenging, but not
- 3:09too challenging. And at the same time,
- 3:11it can't be too easy because easy is
- 3:13boring. So, you're always balancing
- 3:15between those two. [music] There are
- 3:17different ways to do this, and let me
- 3:19tell you my way. I balance everything
- 3:21based on time. So, for example, I say,
- 3:23"Okay, my players need to spend not more
- 3:25than 2 minutes building this thing." Or
- 3:28player needs to be able to kill this
- 3:29enemy within 1 minute. And from this
- 3:32number, I go and balance everything else
- 3:34around it. The character's movement
- 3:35speed, the price of the building, how
- 3:37fast player earn resources, or how much
- 3:40health enemy has, and what's player
- 3:42damage, all of it comes from that one
- 3:44time target. And the reason I like this
- 3:47approach is the player never actually
- 3:49feels numbers. The player feels time.
- 3:52They feel whether the game is too slow
- 3:53or too fast when they do something. So,
- 3:56if you balance from time, you balancing
- 3:58the thing that they actually experience.
- 4:00So, the prototype is done and you
- 4:02release it. Now, you need analytics.
- 4:04Because without data, you have no idea
- 4:06if the game is good or bad. And you
- 4:08cannot just ask your friends and family
- 4:10because they are biased. They are going
- 4:12to say it's great. You need real players
- 4:14because real players don't care about
- 4:16your feelings and the data tells you a
- 4:18lot. How long they play, whether they
- 4:20come back today, whether they come back
- 4:22tomorrow. That tells you if the game is
- 4:24actually interesting. So, you need to
- 4:26learn how to implement analytics and how
- 4:28to read a player funnel. It's not
- 4:30difficult, but it's something you have
- 4:32to learn. Here's an example. Let's say
- 4:34you have an RPG and in the data you see
- 4:36that at level two, 50% of players drop.
- 4:39Okay, now you have to figure out why.
- 4:41So, you go into game and you make
- 4:43assumptions. Maybe the enemies are too
- 4:45difficult, maybe it's too hard to find a
- 4:47new weapon, maybe they missed something
- 4:49in the previous level. So, they arrive
- 4:51at level two unprepared and they can't
- 4:53play it properly. Then you fix those
- 4:55things and you iterate and you analyze
- 4:57again. And you keep doing that loop
- 4:59until you're happy with how players are
- 5:01playing and how long they are playing.
- 5:03Only then you continue forward. Now, UI
- 5:06and [music] UX principles. And on
- 5:07mobile, this is huge. The attention span
- 5:10of mobile players is very, very short.
- 5:13And here's the thing that people forget.
- 5:15The game is free. They didn't pay
- 5:17anything. [music] So, there's no
- 5:18incentive from their side to give you a
- 5:20second chance. They can just close it
- 5:23and delete it and it cost them nothing.
- 5:25So, you have to catch their attention
- 5:26fast, which means all your UI, your
- 5:29tutorial, your gameplay, it has to be as
- 5:31intuitive as possible. If you have a
- 5:34long tutorial with a lot of text, they
- 5:35are gone. It has to be simplified. And
- 5:38this is the important part. You cannot
- 5:40show players all of your features at
- 5:42once. The game has to unfold slowly. You
- 5:45introduce one mechanic, you let them
- 5:46play it some time, and then you after
- 5:49they played it and understood it, then
- 5:51you unfold a little more and introduce
- 5:53the next mechanic. So, you're building
- 5:55these triggers through the game where it
- 5:57keeps opening up slowly, but not too
- 5:59slowly. Because if you show everything
- 6:01in on minute one, they get overwhelmed
- 6:04and they drop [music] it. Okay, now the
- 6:06metrics look good. Players are playing
- 6:08and now you need to add monetization.
- 6:10And you cannot just drop ads and in-game
- 6:13shop right in their face. They will
- 6:14quit. All of it has to unfold slowly,
- 6:17the same way the mechanics do. And the
- 6:19best practice is that you show the offer
- 6:21at the exact moment the players needs
- 6:23it. So, the player gets stuck at some
- 6:25point, they need resources, they need a
- 6:27better sword. That is the moment you
- 6:29show the pop-up or point them to the
- 6:31shop because now you're not selling them
- 6:32something random, you're showing them
- 6:35the thing that they already want. And
- 6:37how do you know when this moment is?
- 6:39Analytics again. It comes from the data
- 6:41and then from how you structure your
- 6:43code so the right thing appears at the
- 6:45right time.
- 6:46>> [music]
- 6:46>> And it's exactly the same approach with
- 6:48ads, same logic. You don't throw them in
- 6:50their face, they'll just drop the game.
- 6:52So, really the whole part is player
- 6:55psychology and the psychology comes from
- 6:57analyzing their behavior in the game,
- 6:59which is why analytics is the base of
- 7:01everything. And once you're happy with
- 7:03how much players are spending and how
- 7:05many ads they're watching, then you add
- 7:07more content to the game.
- 7:09>> [music]
- 7:09>> And now the next part, getting players.
- 7:11Because the market is saturated, nobody
- 7:13is just going to find your game. So,
- 7:16first there's ASO app store
- 7:18optimization, making the best
- 7:19screenshots for your game, writing the
- 7:21best description, using the right
- 7:22keywords so the store actually shows
- 7:24your game when players search for those
- 7:26keywords. But because there are so many
- 7:28games, even really good ASO is very hard
- 7:31to win on its own. So, then come paid ad
- 7:34campaigns. And now you have to learn how
- 7:36to build and run ad campaigns on Google
- 7:38Ads, on the Facebook Ads, on AppLovin,
- 7:41on other ad networks. That's how you
- 7:43promote your game inside other games.
- 7:45And you have seen those ads thousands of
- 7:47times.
- 7:48>> [music]
- 7:48>> And here's the part that catches people
- 7:50out. You also have to learn how to make
- 7:53these ads. Because if you're a small
- 7:54studio, you're making them yourself. And
- 7:57there are best practices for that, too.
- 7:59You have to catch the attention of
- 8:00players in the first 5 seconds because
- 8:02after 5 seconds, the X button appears
- 8:05and they can close it. That's for
- 8:07interstitials. For the rewarded, it's
- 8:09different. They have to watch. But
- 8:11interstitials are the intrusive ones and
- 8:13you get about 5 seconds. So, it has to
- 8:16be funny or catchy or satisfying or
- 8:18intriguing
- 8:19>> [music]
- 8:19>> immediately. And on top of that, you
- 8:22need to understand how this whole
- 8:24economy works. Because to make a game
- 8:26profitable, you need to bring users at
- 8:28the lowest possible price and then get
- 8:30them to watch enough ads and make enough
- 8:33purchases then they're worth more than
- 8:35they cost you. [music] That's the actual
- 8:37business and that's skill on its own.
- 8:39So, yeah, that's how many things you
- 8:41have to learn to make mobile games.
- 8:44>> [music]
- 8:44>> And I know it sounds like a lot and it
- 8:46is a lot, but again, you don't learn all
- 8:48of that at once and you don't have to.
- 8:50It comes step-by-step and if you have
- 8:52someone else that can help you out with
- 8:54this, it's even better. So, let me know
- 8:56your thoughts in the comments if this is
- 8:58too overwhelming for you and if
- 9:00something that I said it wasn't clear,
- 9:02just drop me a comment so I can explain
- 9:03it properly. Thanks so much and I'll see
- 9:06you in the next one. Bye.
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