Joseph Kim's Blog
Mobile game philosopher and designer. Aspiring artist. League of Legends fan.
Studio Lead at FunPlus Games. Mobile game advisor to Smilegate West.
Author of blog: www.quarterview.com
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.
A relatively compact and comprehensive overview of the compulsion loop concept. In addition, I attempt to expand the concept with my own interpretation.
A very useful tool to help game designers understand 1. Game monetization potential and 2. Potential weaknesses or areas of improvement, is an ARPDAU contribution table. This tool will help both with analysis and prediction of potential game success.
Small independent developers have very little chance for success in the current mobile gaming market. Currently, mobile game publishers are not structured to help enable indie "artists" to achieve success. What is needed is more fundamental change!
One of the most difficult problems in designing any game is complexity in the game design which can be a killer! Learn how to most effectively address complexity by platform and learn lessons from successful mobile games like Clash of Clans.
Learn the critical techniques of mobile application monetization employed by the world's best such as Supercell, King.com, DeNA, and GungHo. I discuss 12 critical monetization concepts that every mobile game designer needs to know!
Joseph Kim's Comments
[Blog - 09/18/2014 - 08:09]
Hi Andrew and Juliette. Yeah ...
Hi Andrew and Juliette. Yeah Balsamiq is pretty good. One other tool you should consider, that at least for me has been really easy to use is iPlotz which you can access at iPlotz.com.
[Blog - 10/25/2013 - 08:51]
[Blog - 10/09/2013 - 02:24]
[Blog - 08/25/2013 - 09:54]
Hi Curtiss, thanks for the ...
Hi Curtiss, thanks for the comment. r n r nSo a critical point that may not be coming across clearly is that increasing game monetization doesn 't actually require doing something evil. r n r nIn fact, most of the monetization concepts actually make the game better and the user ...
[Blog - 06/25/2013 - 03:11]
Hey Phil, absolutely no disagreement ...
Hey Phil, absolutely no disagreement that an indie developer would not have reached the success CC has to the degree they have. It was a perfect storm of game design, distribution, existing network, Facebook shift to mobile, etc. etc. as well as having the resources and knowledge to push the ...
[Blog - 06/14/2013 - 09:11]