Ramin Shokrizade's Blog
I am currently directing design at Red Rhino Games. I have full authority to implement all of the technology I've been developing over the last 12 years and the virtual studio is quite agile. I look forward to seeing how these new methods of game design perform in the marketplace.
I wish to narrow the gap between game developers and consumers. The ethical and transparent treatment of gamers inside F2P business environments is my specialty and passion. I also seek to marry neuroscience and behavioral economics with game design to provide maximum pleasure to gamers without abusing them.
For more information about me, please check my LinkedIn profile (http://www.linkedin.com/pub/ramin-shokrizade/0/b47/7bb).
A complete list of my recent (2010-) papers is here:
I've also been interviewed recently on NPR:
A pending deal by League of Legends maker RIOT Games to sell the eSports distribution rights to their game for nearly $100M a year signals the start of a real eSports era. How can developers and investors get a piece of the action?
Games are getting more frustrating all the time...by design. Why is this and what are the costs to developers? Monetization expert Ramin Shokrizade sheds some light on the subject.
Western monetisation expert Ramin Shokrizade shows in detail how an extremely high quality Western-localized F2P game can be broken by aggressive Eastern monetisation techniques.
While there is no doubt about the success of Pokemon GO in terms of installs and retention, how is the business model going to perform? Monetisation expert blogger Ramin Shokrizade goes under the hood (and does a lot of walking!) to find out.
Research is increasingly showing that Connection with others is a human need, not a luxury. Products that successfully meet that need (like Facebook and Tinder) are enjoying huge success. The gaming industry has failed to adapt to this golden opportunity.
Third in a series (after "Whales Do Not Swim in the Desert" and "Secrets of F2P: Threat Generation"). Ramin Shokrizade goes into detail as to what works and what does not in the mobile F2P environment, using the tower defense genre as the focus.
Ramin Shokrizade's Comments
[News - 01/05/2017 - 11:13]
I 'm sorry, I didn ...
I 'm sorry, I didn 't catch your name r n r nI have never seen such a massive advertising blitz on the App Store as I did with Mario Run. I watch the App Store daily to see what is new and what is going on. There were massive ...
[News - 12/28/2016 - 11:09]
First off I should point ...
First off I should point out that the Unites States was never intended to be a democracy. It was set up as a republic, with only male white land owners being able to vote for representatives who would then participate in government. Gerrymandering, incarceration, and many other techniques are still ...
[Blog - 12/22/2016 - 10:48]
My understanding is that gacha ...
My understanding is that gacha model involves something of a random generated loot. Like perhaps you buy a platinum chest and then get a randomized reward off that chest 's loot table. It is my understanding that kampu gacha which is what I think we are talking about here is ...
[News - 12/21/2016 - 09:15]
Well they partnered with DeNa ...
Well they partnered with DeNa for the distribution of that game, and DeNa 's gaming products are 100 F2P. This created some curiosity for me and apparently investors on how this was going to go down, and what they were intending.
[Blog - 12/16/2016 - 10:00]
Thank you perez, I 'm ...
Thank you perez, I 'm a big fan of the original Titan Quest and we encountered many of the same challenges changing World of Tanks into a mobile game when we built World of Tanks: Blitz. One of the biggest challenges when you do this with a really popular IP ...
[Blog - 12/14/2016 - 09:22]
Ian I really like your ...
Ian I really like your last paragraph because you have hit the nail on the head with that one. Currently we make games either using a creative process and that paragraph explains the limitations of the creative process precisely or using data driven design methodology. The latter is the brute ...