I’m Javier Barnes, a game designer and economist based in Barcelona, with +10 years of experience on the games industry, both as a game designer and as a monetization specialist.
Currently, I'm working as Senior Product Manager at Tilting Point, one of the fastest growing free-to-play and mobile games publisher in the world, with titles such as Star Trek Timelines, Warhammer: Chaos & Conquest, and SpongeBob: Krusty Cook-Off.
I’m also the Creative Director of an indie brand called Pixel Noire Games, where a group of superb visual novel creators develop games with lovecraftian themes. And I work as freelance designer and consultant for several companies in Mobile and PC/Console.
Among my portfolio you can find titles such as:
- Monster Legends (from Social Point, as Lead Game Designer)
- Despicable Me: Minion Rush (from Gameloft Barcelona, as Game Economy Designer)
- Asphalt 8: Airborne (from Gameloft Barcelona, as Game Economy Designer)
- Asphalt Xtreme (from Gameloft Madrid, as Game Economy Designer)
- And several other mobile titles: Iron Man 3: The Official Game, PLAYMOBIL Pirates, Six-Guns...
- Other achievements include being Game Monetization Director at Gameloft Montreal (during their transition to the F2P model) and being part of the Asphalt Franchise management team as their monetization/systems specialist.
On top of that,
in 2015 I co-founded RIOT Wrestling, one of the biggest pro wrestling promotions in Spain, which runs all kinds of sport-themed events all over the country for crowds of +1000, as well as +100 incredible workers and associates. I led the company until 2019.
Autochess was the hottest gaming trend in 2019, but not anymore.
We explore its history, market status and audience, and the design flaws that stopped it from becoming "the new MOBA".
We explain a content management structure that could boost both engagement and revenue on your title.
Which Magic: The Gathering has used to monetize its audience in a sustainable way, for ~20 years.
Currencies are the pillar of any F2P in-game economy. But what types of currencies are out there, and which ones does your game need?
In this article we examine the most widely used types of currency in mobile and f2p games.
Once a game reaches maturity, how can it keep generating revenue and maintain player interest? We talk about that while analyzing the challenges and opportunities on PC Building Simulator.
Wondering how many currencies to use in your free-to-play game? Or what should be their unitary prices? Or how to avoid that they suffer devaluation?
This article might help you!
Offers and discounts are double edge swords: They generate a quick spike of money, yet they can also harm the baseline revenue.
This article shares some tips and thoughts on how to limit the backlash derived from running offers on game content.
[Blog - 01/19/2021 - 11:23]
[Blog - 10/08/2020 - 10:40]
I get your point.In fact ...
I get your point.In fact one of the points that I want to raise on the article is that the people pays on a free game because they enjoy it, so the best way to raise monetization is to make people actually want to buy, and not focus that much ...
[Blog - 02/02/2016 - 01:37]
[Feature - 12/22/2011 - 04:00]
Really nice article BTW nice ...
Really nice article BTW nice name too If I can suggest something, I'd like to see another article like this one talking about the other side: what differences do you see between F2P-based games and coin arcades.