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Things You Need To Learn to Make Mobile Games — Transcript

by Creauctopus · 1,889 words · 269 segments · language en · Watch on YouTube

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  1. 0:00When I started making mobile games, I
  2. 0:02thought the job was this. You make a
  3. 0:03game, you release it, players download
  4. 0:05it, they play it, they leave reviews,
  5. 0:08and then you just fix some bugs, and
  6. 0:10money comes in. Passive income. That's
  7. 0:11it. And now, after making this for a
  8. 0:13while, I can tell you that making a game
  9. 0:16is maybe 20% of the job, or maybe 25.
  10. 0:19The other 75 is stuff nobody tells you
  11. 0:21about before you start. And I'll tell
  12. 0:23you what are those in this video.
  13. 0:25[music]
  14. 0:26But before I start, I wanted to say one
  15. 0:28thing, and don't worry, it's not
  16. 0:29sponsorship. And I really mean this. If
  17. 0:31this is the first time you're thinking
  18. 0:33about making mobile games, and you're
  19. 0:35watching this video, I don't want to
  20. 0:37overwhelm you. I don't want you to hear
  21. 0:39this list and think, "Okay, this is too
  22. 0:41hard. I'm dropping it right away."
  23. 0:43Because you don't learn all this at
  24. 0:44once. Nobody does. You learn it as it
  25. 0:47goes, slowly, step by step, one problem
  26. 0:49at a time. And eventually, you just look
  27. 0:51back, and you understand a lot of
  28. 0:53things. And if you're working in a
  29. 0:55studio, or you have teammates, then you
  30. 0:57just split this task between people, and
  31. 0:59it's much easier for you.
  32. 1:00So, this is not a warning. This is just
  33. 1:02a map. Okay? Let's go. And actually,
  34. 1:05here's something I think about
  35. 1:06sometimes. I think in some ways, it may
  36. 1:09be a bit easier to make games for PC or
  37. 1:12console than for mobile. Now, don't get
  38. 1:14me wrong. On PC, you need much deeper
  39. 1:16knowledge of game design and
  40. 1:17optimization, and games are deeper, the
  41. 1:20worlds are bigger, not always, but in
  42. 1:21many cases. But on mobile, even a simple
  43. 1:24game requires you to know a huge amount
  44. 1:26of stuff outside of the game itself.
  45. 1:28Especially if you're a small studio. And
  46. 1:30if you're working solo, it's not hard,
  47. 1:32exactly, but you have to learn a lot of
  48. 1:34things that have nothing to do with
  49. 1:35making a game. So, let me go through
  50. 1:38them in order. The first one happens
  51. 1:40before you make anything at all. You
  52. 1:42can't just make whatever you want. And I
  53. 1:44know how that sounds, but if this is not
  54. 1:46a hobby, and if you're trying to make
  55. 1:48some money out of it, and make a living
  56. 1:50out of this, then you can't just build a
  57. 1:53game that's in your head and hope.
  58. 1:55Because the market is burning right now.
  59. 1:57There are so many games. So, the first
  60. 1:59thing you do is analyzing the market.
  61. 2:01Which game is good game to make right
  62. 2:03now? Is there a niche? Do you want to
  63. 2:05follow a trend? Do you want to mix two
  64. 2:08genres and be innovative? And to answer
  65. 2:10that, you have to play games, trending
  66. 2:13games, old games, all kind of games,
  67. 2:15even games you don't like. Often, we
  68. 2:17make games we don't like. And love comes
  69. 2:19along while you're working on it. Well,
  70. 2:22in most cases. But, that's part of the
  71. 2:23job [music] now. Okay. Now you have an
  72. 2:25idea. Now you can start making a game.
  73. 2:28But, don't make the entire game. That's
  74. 2:30a bad idea, and you might just lose
  75. 2:32everything you put into and the most
  76. 2:34importantly, you might lose time. You
  77. 2:36make a prototype first, and it shouldn't
  78. 2:38be big, maybe an hour, hour and a half
  79. 2:40of gameplay content. And obviously, to
  80. 2:42make anything, you need to know how to
  81. 2:44animate, how to model, how to code, or
  82. 2:47at least know basic of those things if
  83. 2:49you want to make a genuinely good game.
  84. 2:51Now, with AI, you can do a lot of
  85. 2:53without knowing to code. That's real.
  86. 2:55But, it's still good to have some basic
  87. 2:57knowledges of all of those parts because
  88. 3:00when something breaks, you need to
  89. 3:01understand what you're looking at. Next
  90. 3:03thing is game design best practices and
  91. 3:06the economy.
  92. 3:07Your game has to be challenging, but not
  93. 3:09too challenging. And at the same time,
  94. 3:11it can't be too easy because easy is
  95. 3:13boring. So, you're always balancing
  96. 3:15between those two. [music] There are
  97. 3:17different ways to do this, and let me
  98. 3:19tell you my way. I balance everything
  99. 3:21based on time. So, for example, I say,
  100. 3:23"Okay, my players need to spend not more
  101. 3:25than 2 minutes building this thing." Or
  102. 3:28player needs to be able to kill this
  103. 3:29enemy within 1 minute. And from this
  104. 3:32number, I go and balance everything else
  105. 3:34around it. The character's movement
  106. 3:35speed, the price of the building, how
  107. 3:37fast player earn resources, or how much
  108. 3:40health enemy has, and what's player
  109. 3:42damage, all of it comes from that one
  110. 3:44time target. And the reason I like this
  111. 3:47approach is the player never actually
  112. 3:49feels numbers. The player feels time.
  113. 3:52They feel whether the game is too slow
  114. 3:53or too fast when they do something. So,
  115. 3:56if you balance from time, you balancing
  116. 3:58the thing that they actually experience.
  117. 4:00So, the prototype is done and you
  118. 4:02release it. Now, you need analytics.
  119. 4:04Because without data, you have no idea
  120. 4:06if the game is good or bad. And you
  121. 4:08cannot just ask your friends and family
  122. 4:10because they are biased. They are going
  123. 4:12to say it's great. You need real players
  124. 4:14because real players don't care about
  125. 4:16your feelings and the data tells you a
  126. 4:18lot. How long they play, whether they
  127. 4:20come back today, whether they come back
  128. 4:22tomorrow. That tells you if the game is
  129. 4:24actually interesting. So, you need to
  130. 4:26learn how to implement analytics and how
  131. 4:28to read a player funnel. It's not
  132. 4:30difficult, but it's something you have
  133. 4:32to learn. Here's an example. Let's say
  134. 4:34you have an RPG and in the data you see
  135. 4:36that at level two, 50% of players drop.
  136. 4:39Okay, now you have to figure out why.
  137. 4:41So, you go into game and you make
  138. 4:43assumptions. Maybe the enemies are too
  139. 4:45difficult, maybe it's too hard to find a
  140. 4:47new weapon, maybe they missed something
  141. 4:49in the previous level. So, they arrive
  142. 4:51at level two unprepared and they can't
  143. 4:53play it properly. Then you fix those
  144. 4:55things and you iterate and you analyze
  145. 4:57again. And you keep doing that loop
  146. 4:59until you're happy with how players are
  147. 5:01playing and how long they are playing.
  148. 5:03Only then you continue forward. Now, UI
  149. 5:06and [music] UX principles. And on
  150. 5:07mobile, this is huge. The attention span
  151. 5:10of mobile players is very, very short.
  152. 5:13And here's the thing that people forget.
  153. 5:15The game is free. They didn't pay
  154. 5:17anything. [music] So, there's no
  155. 5:18incentive from their side to give you a
  156. 5:20second chance. They can just close it
  157. 5:23and delete it and it cost them nothing.
  158. 5:25So, you have to catch their attention
  159. 5:26fast, which means all your UI, your
  160. 5:29tutorial, your gameplay, it has to be as
  161. 5:31intuitive as possible. If you have a
  162. 5:34long tutorial with a lot of text, they
  163. 5:35are gone. It has to be simplified. And
  164. 5:38this is the important part. You cannot
  165. 5:40show players all of your features at
  166. 5:42once. The game has to unfold slowly. You
  167. 5:45introduce one mechanic, you let them
  168. 5:46play it some time, and then you after
  169. 5:49they played it and understood it, then
  170. 5:51you unfold a little more and introduce
  171. 5:53the next mechanic. So, you're building
  172. 5:55these triggers through the game where it
  173. 5:57keeps opening up slowly, but not too
  174. 5:59slowly. Because if you show everything
  175. 6:01in on minute one, they get overwhelmed
  176. 6:04and they drop [music] it. Okay, now the
  177. 6:06metrics look good. Players are playing
  178. 6:08and now you need to add monetization.
  179. 6:10And you cannot just drop ads and in-game
  180. 6:13shop right in their face. They will
  181. 6:14quit. All of it has to unfold slowly,
  182. 6:17the same way the mechanics do. And the
  183. 6:19best practice is that you show the offer
  184. 6:21at the exact moment the players needs
  185. 6:23it. So, the player gets stuck at some
  186. 6:25point, they need resources, they need a
  187. 6:27better sword. That is the moment you
  188. 6:29show the pop-up or point them to the
  189. 6:31shop because now you're not selling them
  190. 6:32something random, you're showing them
  191. 6:35the thing that they already want. And
  192. 6:37how do you know when this moment is?
  193. 6:39Analytics again. It comes from the data
  194. 6:41and then from how you structure your
  195. 6:43code so the right thing appears at the
  196. 6:45right time.
  197. 6:46>> [music]
  198. 6:46>> And it's exactly the same approach with
  199. 6:48ads, same logic. You don't throw them in
  200. 6:50their face, they'll just drop the game.
  201. 6:52So, really the whole part is player
  202. 6:55psychology and the psychology comes from
  203. 6:57analyzing their behavior in the game,
  204. 6:59which is why analytics is the base of
  205. 7:01everything. And once you're happy with
  206. 7:03how much players are spending and how
  207. 7:05many ads they're watching, then you add
  208. 7:07more content to the game.
  209. 7:09>> [music]
  210. 7:09>> And now the next part, getting players.
  211. 7:11Because the market is saturated, nobody
  212. 7:13is just going to find your game. So,
  213. 7:16first there's ASO app store
  214. 7:18optimization, making the best
  215. 7:19screenshots for your game, writing the
  216. 7:21best description, using the right
  217. 7:22keywords so the store actually shows
  218. 7:24your game when players search for those
  219. 7:26keywords. But because there are so many
  220. 7:28games, even really good ASO is very hard
  221. 7:31to win on its own. So, then come paid ad
  222. 7:34campaigns. And now you have to learn how
  223. 7:36to build and run ad campaigns on Google
  224. 7:38Ads, on the Facebook Ads, on AppLovin,
  225. 7:41on other ad networks. That's how you
  226. 7:43promote your game inside other games.
  227. 7:45And you have seen those ads thousands of
  228. 7:47times.
  229. 7:48>> [music]
  230. 7:48>> And here's the part that catches people
  231. 7:50out. You also have to learn how to make
  232. 7:53these ads. Because if you're a small
  233. 7:54studio, you're making them yourself. And
  234. 7:57there are best practices for that, too.
  235. 7:59You have to catch the attention of
  236. 8:00players in the first 5 seconds because
  237. 8:02after 5 seconds, the X button appears
  238. 8:05and they can close it. That's for
  239. 8:07interstitials. For the rewarded, it's
  240. 8:09different. They have to watch. But
  241. 8:11interstitials are the intrusive ones and
  242. 8:13you get about 5 seconds. So, it has to
  243. 8:16be funny or catchy or satisfying or
  244. 8:18intriguing
  245. 8:19>> [music]
  246. 8:19>> immediately. And on top of that, you
  247. 8:22need to understand how this whole
  248. 8:24economy works. Because to make a game
  249. 8:26profitable, you need to bring users at
  250. 8:28the lowest possible price and then get
  251. 8:30them to watch enough ads and make enough
  252. 8:33purchases then they're worth more than
  253. 8:35they cost you. [music] That's the actual
  254. 8:37business and that's skill on its own.
  255. 8:39So, yeah, that's how many things you
  256. 8:41have to learn to make mobile games.
  257. 8:44>> [music]
  258. 8:44>> And I know it sounds like a lot and it
  259. 8:46is a lot, but again, you don't learn all
  260. 8:48of that at once and you don't have to.
  261. 8:50It comes step-by-step and if you have
  262. 8:52someone else that can help you out with
  263. 8:54this, it's even better. So, let me know
  264. 8:56your thoughts in the comments if this is
  265. 8:58too overwhelming for you and if
  266. 9:00something that I said it wasn't clear,
  267. 9:02just drop me a comment so I can explain
  268. 9:03it properly. Thanks so much and I'll see
  269. 9:06you in the next one. Bye.

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