~/talk

Rocky Horror Show Mobile Game Dev Pecha Kucha

Talkat Pocket Gamer Connects London 2016 · 2016-01-18..01-19· [game-development]
linkedin:oscarclark
slides:none on file

Uses The Rocky Horror Picture Show as a parable to argue that making premium-quality mobile games requires concrete choices: building in Unity, focusing on retention metrics not vanity installs, and designing features that nurture engagement instead of cannibalizing it for short-term revenue. Warns against reckless UA spend and feature bloat, treats player churn as inevitable so teams must instrument decisions, iterate on hooks, and align company structure to player experience. Ends with the admonition to balance artistic intent with sustainable F2P monetization.

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