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March 25, 2017
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Ramin Shokrizade's Blog   Expert Blogs


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 ( 

A complete list of my recent (2010-) papers is here:

I've also been interviewed recently on NPR:


Expert Blogs

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 design. Why is this and what are the costs to developers? Monetization expert Ramin Shokrizade sheds some light on the subject.

Posted by Ramin Shokrizade on Mon, 03 Oct 2016 05:25:00 EDT in Business/Marketing, Design, Production, Smartphone/Tablet
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.

Posted by Ramin Shokrizade on Mon, 25 Jul 2016 11:31:00 EDT in Business/Marketing, Design, Production, Smartphone/Tablet
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.

Posted by Ramin Shokrizade on Wed, 01 Jun 2016 02:27:00 EDT in Business/Marketing, Design, Production, Serious, Social/Online
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

Comment In: [News - 03/24/2017 - 02:21]

While I think it is ...

While I think it is noble of Nintendo to shy away from F2P models that use techniques that could easily exploit children, such as gacha, I think they also need to recognize that SMR as it was presented to consumers, was rejected. I would caution Nintendo not to see this ...

Comment In: [News - 03/22/2017 - 05:00]

When I was working for ...

When I was working for Wargaming in 2015 I wrote an internal paper detailing the rise of, and promotion of, nationalism in mobile games. I won 't publish it because it contains proprietary information. But at that time the number of guilds in several games I studied that seemed to ...

Comment In: [News - 03/21/2017 - 07:30]

I can 't think of ...

I can 't think of another game developer that tried to use two in game premium currencies. It was an unnecessary complication in the first place. Making them not convert to each other was just asking for problems later. r nGiven the longevity of the single EVE server almost 14 ...

Comment In: [Blog - 03/01/2017 - 10:53]

I think for some time ...

I think for some time F2P has exerted downward pressure on both retail sales and development. With so many low quality games being produced, consumers like to be able to try before they buy . Steam reviews have given some relief by allowing potential buyers of retail games some way ...

Comment In: [Blog - 02/21/2017 - 08:31]

While I am a strong ...

While I am a strong supporter of friendship building in online F2P games, we 've actually been moving rapidly away from the proposed model since the introduction of pay to win F2P business models in 2001. Just prior to that we enjoyed a Golden Age in interactive media in the ...

Comment In: [News - 02/22/2017 - 07:47]

Asking for royalties based on ...

Asking for royalties based on unit sales seems to be a retail-oriented approach. This comes at a time when retail is not the dominant business model in interactive media. This could put additional pressure on companies still struggling with archaic business models. Perhaps they need another way of generating royalties ...