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 less recent (2010-2015) papers is here:
I've also been interviewed recently on NPR:
The move towards universal esports participation is going to mean many former non-athletes are going to push their bodies harder than they ever have before. This article details the risks and trends of cyberathletics in an effort to improve safety.
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.
Ramin Shokrizade's Comments
[News - 04/20/2017 - 03:14]
...Big Huge Games first foray ...
...Big Huge Games first foray into mobile game development is doing well... r n r nThe game might still not yet be a commercial success unless their average user acquisition costs were under 3 per head. On the Apple App store user acquisition costs can be over 6 per.
[Blog - 04/13/2017 - 09:28]
Getting a job in gaming ...
Getting a job in gaming is even harder than getting a job in Hollywood. There are a lot of similarities. I grew up in Southern California next to Hollywood so I have a ton of friends who went through the extra rejection mill there. It takes tremendous passion and an ...
[Blog - 04/11/2017 - 12:53]
There is this idea that ...
There is this idea that if you can force a player to play more, they will spend more. The most common approach is to put the consumer under constant or near constant threat to force them to play more. This might work temporarily but when you put a consumer under ...
[Blog - 03/27/2017 - 10:38]
When I was on the ...
When I was on the coaching staff of the UCLA Women 's track team, we were very careful to make sure that all the runners on our team were team players, despite running being thought of as a more solo sport. When we would get an extraordinarily talented rogue applicant, ...
[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 ...
[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 ...