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Alexander Pavelek (Game Designer, Pixel Federation)
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Topic: Mobile Summit
Vault Recording: TBD
Audience Level: All
Having day 1 retention under 20% means, by the book, that you should kill your game as soon as possible. Creating tons of new content as your main tool for progression and monetization is the most ineffective idea you can have and it can make your company deplete all its resources soon. Is it really so? This talk will show you that not all generally considered best practices are a must if you have the will to commit to your cause, understand what you're doing right and work step by step on improvements. In this session, Alex will take you through the timeline of 'TrainStation', a project which has been successful for over 8 years (and still counting) and give you an interesting insight into how it all went right, even when it should have gone wrong.
Attendees will get a different, atypical approach on designing mobile free-to-play games. What's more, they will get a detailed insight into the design process and decision making of a game which is still successful even after 8 years of existence.
Game designers and producers.