~/talk

The mobile game development commandments

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Argues concrete rules: hire and test to fail fast, design for touch with one-handed controls (Dragons Watch prototypes move controls to the bottom), pick a business model early (advocates free‑to‑play gacha collections and cites Puzzle & Dragons, Brave Frontier), use data mining to spot per‑user revenue winners, exploit live events that spike monetization ~10x, expect 300 games/day and billions of phones so differentiate, iterate art and mechanics quickly, and budget ~£0.5–1M to reach global launch.

AI-written summary · about

  1. 0:00Start
  2. 0:40STOP MAKING
  3. 9:55Thou shalt learn from others
  4. 12:59Thou shalt be different
  5. 14:23Thou shalt iterate
  6. 17:17Thou shalt be accessible
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