~/talk

Mobile Pre-Launch Optimisation

Talkat GCAP 2019 · 2019-10-07..10-09· [game-development]
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slides:none on file

Critter Clash hits over 600K pre‑registrations and ~400K downloads in two months after an 8‑month pipeline; soft launch spends ~AUD40K and targets 500 installs/day to validate monetisation. Using Firebase and BigQuery for raw cohort LTVs and Unity experiments for pricing, D1 retention climbs from 26% to 33% after FUE redesign and conversion rises from 1.34% to 3.34%; Early Access featuring drives ~15,000 installs, but pre‑registration email lift skews launch-quality signals.

AI-written summary · about

  1. 0:00Start
  2. 1:40Introduction
  3. 2:29CRITTER CLASH
  4. 2:48Version of the Game
  5. 3:26Assumptions
  6. 4:17Benchmark
  7. 5:38Budget and Accuracy is correlated
  8. 7:32Minimum Toolset
  9. 9:41Process
  10. 14:0627/09-1/10/19:Bellabox Event
  11. 15:2930/10 2/11: Monetisation + iOS
  12. 18:44Summary
  13. 20:25Early Access Featuring (14/12-21/12)
  14. 25:15Does variety of teams improve retention?
  15. 26:05Vanting a hero makes people play more?
  16. 27:19Do our players like more fun heroes?
  17. 29:3714/2: Pre-registration Featuring 7 Day Retention Build
  18. 31:57Pre-Launch Game Performance
  19. 34:39Mistakes
  20. 36:22Preparing for Launch
  21. 37:20e-Launch vs. Post-Launch Performance
  22. 38:20Conclusions
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