Ethan Levy is a 10 year veteran as a game developer and simply lives for making games which bring joy to players’ hearts. Starting at the ground level as an intern and tester at Pandemic Studios working on Star Wars: Battlefront, he has contributed to over 20 shipped games in almost every role. While working at casual game publishers PlayFirst and iWin, he worked as a producer, designer, external consultant and metrics analyst on a variety of titles including Jewel Quest Mysteries and the Diner Dash/Wedding Dash series.
In 2008, he joined Electronic Arts’ Office of the chief creative officer working for Rich Hilleman before becoming EA2D’s first employee. At the studio, he has led the development of Dragon Age Journeys, Dragon Age Legends and Dragon Age Legends: Remix 01 as Game Producer. In 2011, the studio became BioWare San Francisco, and Ethan helped shepherd the studio through the transition and kick off the development of a new game in the BioWare family as Design Manager. In spring of 2012, he left EA to co-found Quarter Spiral. Ethan has worked on games that have appeared on every platform, including console, handheld, mobile, tablet, browser and social network.
F2P expert Levy explains the importance of understanding how different player types enjoy different games. He presents the 4 pleasures model as a mental framework for gaining a holistic understanding of players and the pleasures they derive from play.
Successful monetization design needs to be the responsibility of all members of the game team. A thoughtful game design process - like the one proposed in this post - is a tool for ensuring that monetization is integrated into the design from day one.
Monetization design expert Levy examines the first time user experience (ftue) for League of Legends, and uses it as an example to teach the importance and impact of optimizing the ftue for F2P games.
When the player opens his wallet to spend money in your game, it is because your game has promised him future fun. This blog from free-to-play consultant Levy explains the disastrous consequences when your game fails to deliver on that promise.
The UK's Office of Fair Trade recently proposed 8 principles for in-game purchases. Monetization design consultant Levy looks at what following these principles means for game developers and how it will have a net positive impact on free-to-play games.
One of my core tenants of in-game monetization is to make purchasing present. This post takes a look just how difficult making a purchase can be by looking at the user experience flow for purchasing content in one of my favorite mobile games, Ascension
[Blog - 10/30/2013 - 05:11]
The launcher alone is just ...
The launcher alone is just one piece of the overall first time user experience puzzle. As you say the new player gets hit with immensely complex game with one of the steepest learning curves in the mainstream gaming right now. Although this problem cannot be fixed it can certainly be ...
[Blog - 10/18/2013 - 10:39]
Thank you for the response ...
Thank you for the response s , I appreciate the discourse. r n r nTo be fair, it wasn 't title alone, it was also icon and game description text, which are likely up to the game developer or their marketing department if they have one . As game devs ...
[Blog - 09/27/2013 - 01:23]
[Blog - 09/18/2013 - 07:33]
@Ramin - I know you ...
@Ramin - I know you work in a similar capacity to me as an applied virtual economist but I have to say that I do not appreciate you using the comments section to promote your upcoming speaking engagement at the Austin Captivate Conference. If you want to have a discussion ...
[Blog - 09/09/2013 - 04:23]
Thanks much for the kind ...
Thanks much for the kind words. Glad you enjoy my monetization talks. r n r nMy email address is on my website - http://famousaspect.com/ page id 2 - under the Contact section. Send me an email when you have a prototype ready.
[Blog - 09/03/2013 - 12:50]