The mobile game development commandments
summary
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.
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chapters (6)
- 0:00Start
- 0:40STOP MAKING
- 9:55Thou shalt learn from others
- 12:59Thou shalt be different
- 14:23Thou shalt iterate
- 17:17Thou shalt be accessible
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