Wordgrams and Word Yatzy just hit a milestone 🎊🥳 🔥They're among the top 20 most downloaded iOS word games in the U.S. 🔥 But here’s the crazier thing: The only other studios with two games on that list: PlaySimple Games ($200M+ rev) and PeopleFun ($300M+ rev). These are absolutely enormous companies. By contrast, FunCraft is a lean-and-mean studio with fewer than 20 people. When Jason McGuirk and I co-founded our first (failed) gaming studio, we thought we knew the formula for success: Big team = Big results. Not necessarily so. We’re wiser the second time around. We believe FunCraft can deliver great games - and great revenue - with a small, but mighty team. And now we’ve got the data to prove it 📊
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LET'S TALK GAMES!!! 🎮 🚗 To break up the week from all the Talent Acquisition/Recruitment posts, lets talk about our love for games. Here's my favourite SNES game... STARFOX WHY DO I LIKE THIS GAME? I'm not a massive fan of rail shooters, so I was surprised by how much I enjoyed this game. It was addictive, and a means of having a gaming connection with my brother. The simplicity of the graphics made it fun for me. It is one of the best selling SNES games but nobody talks about it much so definitely underrated. FAVOURITE CHARACTER? Slippy Toad. Looking back it just reminds me of a South Park character, Lemmiewinks. FAVOURITE FEATURE? Adding twin blasters to the R-wing made it more enjoyable the further you got through the levels on the more challenging routes. INFLUENCE ON ME? As mentioned, this was the first game I remember enjoying with my brother. We'd have others like WWF No Mercy and Sonic, but this was the start as we'd do impressions of the Star Fox characters. It made me appreciate the games that were in between the 2D games of the 80s and the next gen of 3D console games on N64 and PS1. WHAT I APPRECIATE NOW, THAT I TOOK FOR GRANTED BEFORE? The glitchy frame rate. It was a product of its time, so I cannot mark it down for that in 2023. The game also was a big influence in my enjoyment of select miniclip games selections. SUM UP THE GAME IN 3 WORDS... Fun, Simple, Unique. Let me know your thoughts. Have you played this game? Did you enjoy it? #games #gamedev
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Game Day Saturday: Ideas for making Substitutions in Games. 1. Put an assistant in charge of substitutions. 2. Try to have a set time for early substituions, so players are mentally prepared 3. Make sure players coming out of the game, receive immediate feedback from a coach 4. Create a + or - system for players being substituted for. 5. Players on bench should acknowledge teammates when exiting the game. #getbetter
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So I'm thinking 💭 You know those applications that ask for triple A game experience, I've had mixed options on whether it's worth applying or not. Let's say you build a lot of experience working on indie games....is it worth applying anyway or essentially a waste of time? A lot of these aren't even senior and they still ask for this 🤷♀️ #jobsearching #jobsearchsupport #gamingindustry
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This evening at 18h, Chris Zukowski will bring his talk on 'The Indie Games Studies: Learning How to make and market successful indie games from developers who have done it' A must for all you indie game developers out there! Register using the link mentioned in the comment section! #FlandersGameHub #indiedevelopment
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Inspired by an essay that Bez from Stuff by Bez published a few days ago on Board Game Geek, I thought I might also write about what board games mean to me. Unlike her, I'm not a designer. I'm a consumer of board games, often with a critical eye because I'm also a reviewer. So I'm coming at this from a different angle and of course, my experiences with and expectations of board games will be different to Bez's. Anyway, I hope you find it interesting and as always, it would be great to hear your thoughts on the topic. Read the full article or listen to the audio version here: https://lnkd.in/eRkVZBQB #boardgames
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Every year, there's some random indie game that makes a ton of dough -despite all it's flaws... and all what the executive people see is "look how easy it is to make money with little to nothing budget in games. why should we spend on all these large productions!" 🤦♂️🤦♂️🤦♂️ This could be further expanded to the reasoning behind so many layoffs in the industry as well. There was 14.5k games released in steam last year alone. Among a SEA of games, especially indies, only one got lucky and due to "haha, dumb meme culture" sold 10mil copies despite being genuinely a terrible game devoid of any artistic merit. Even looking further back, first was Among Us (got lucky due to timing), then Valheim (geniunely the only one which has proper design/artistic value) For god sake, stop confusing "anomalies/luck" with "trend". No people - we still need those mid-to-large creative teams for sustainability in this medium of art/commerce https://lnkd.in/gFaXUNyA
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What are game studio boards deciding these days? Here are some grim starting points based on *maybe* our board. Read on if you want to be prepared for the year-end: 1. 😭 Layoff as many as you can 😭 2. 🔫 Become profitable within 3-6 months 🔫 3. 💀 Kill your new IP and refocus on your old games 💀 As a game studio founder, how you choose to navigate these decisions will either end or keep your games alive.
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