Joseph Kim's Expert Blogs
Fortnite Battle Royale is a massive phenomenon on PC and console and now also on mobile. However, I believe key factors will limit the long-term sustained growth and success of Fortnite on the mobile platform.
SEGA Networks and Sensor Tower present the 2016 Mobile Gaming Trends Report: an analytical look at market segmentation and trends in the mobile gaming market.
Determined optimists are Winners who are necessary to have successful teams. In this post, I argue that there are three types of team members: Winners, Warners, and Whiners. What are the characteristics that define a Winner? Why are Whiners so dang
Every mobile gaming company has their own system for categorizing different types of mobile games (an industry taxonomy). No industry standard exists. I propose an "open source" system which I hope others will use and help improve upon.
Mobile game pre-production teams often focus on the wrong activities. Discussion about how to use a key risks based approach to pre-production.
Huge pent-up demand exists for Blizzard IP based mobile games. Activision Blizzard should acquire Glu Mobile and Ember Entertainment to create a world dominating mobile games powerhouse... to be the world's greatest. Read how and why!
Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor.
Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided.
Interview with three veteran executives from top Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China.
A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign.
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