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July 25, 2021
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Matthew Emery's Blog


In 15 years in games, I've been fortunate to work with 40+ companies on 80+ games in PM, publishing, production and design roles.

I can't get enough of helping teams to improve their games' performance!

For help with problems related to game monetization, F2P economy, data analytics, overall performance, or for a fresh perspective on your product, reach me at [email protected], connect on LinkedIn, or schedule a call.


TGC’s on-demand Product Management, Design, Analytics and Monetization support produces game-changing results for (30+) game developers and publishers.

SERVICES: Mobile Game IAP and Ad Monetization • #Analytics / Data Analysis • KPI Improvement • #Freetoplay Economy Design • #Monetization Design and Merchandising • User Acquisition • ASO

  • Sr. PM, >15 years in games, >80 game projects
  • 30+ happy consulting clients inc. Rovio, Activision, Glu, Backflip, Capcom, others.
  • Broad skillset available on-demand
  • CONTACT: [email protected]

CLIENTS: Rovio, Activision Blizzard, Glu, Capcom, Boss Fight, Backflip, Peoplefun, Robot Ent., Tabtale, Vidmob, Tap Slots, Hidden Variable, Foxglove, 704 Games, Happy Giant, Fifth Journey, Toxicality, Terrible Toybox, Red Rhino, MSH Labs, AC&A and more!


“We’ve worked with a number of monetization analysts, but none have had the unique combination of theoretical and practical tools that Matt has demonstrated" - Hidden Variable

"Matt is an invaluable resource to our team. His suggestions had an immediate and positive effect on our numbers." - 704 Games

"In every respect TGC is highly integrated with the team, highly responsive to management and immensely valuable to the enterprise." - PeopleFun

"Matthew came up to speed, seemingly instantly, and has been providing deep insights into the user funnel and game economy." - Glu

"His fresh perspective provided actionable insight on day one." - Boss Fight


Member Blogs

Posted by Matthew Emery on Fri, 16 Apr 2021 10:30:00 EDT
When viewing visual elements, our eyes naturally gravitate to certain features. By being deliberate in how we structure information, we can guide the user’s experience and streamline their purchase decision. With lots of examples!

Posted by Matthew Emery on Thu, 15 Oct 2020 10:31:00 EDT in Business/Marketing, Design, Smartphone/Tablet
In mobile games, IAP Merchandising is an area where best-practices are well established. Here's your checklist for creating IAP Special Offers that sell!

Posted by Matthew Emery on Mon, 27 Apr 2020 10:41:00 EDT in Design, Smartphone/Tablet
Live game team: “We have TONS of ideas; What should we work on next?” 🤔🙇‍♂️ My approach to this question, with plenty of examples!

In Part 3, we discuss how a clear understanding of and consistent focus on our key product goals can shed light on these difficult, daily choices -- with 3 key rules about focusing innovation energy, aggressively backlogging, and aligning the team.

Posted by Matthew Emery on Mon, 26 Aug 2019 10:58:00 EDT in Business/Marketing, Design, Production, Smartphone/Tablet
Every day, F2P developers must ask: “Should we innovate or copy our competitors?” In a fiercely competitive market, what’s a self-respecting PM or designer to do? In this article, a frank discussion on this topic for F2P designers.

Posted by Matthew Emery on Thu, 22 Aug 2019 10:49:00 EDT in Business/Marketing, Design, Production, Smartphone/Tablet
95% of mobile F2P games are unprofitable. In this series of articles, I’ll share my insights on the most common reasons why mobile games don’t reach profitability. To kick things off, let’s start with: starting development without a clear business c