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Контент предоставлен Shamanth Rao. Весь контент подкастов, включая выпуски, графику и описания подкастов, загружается и предоставляется непосредственно Shamanth Rao или его партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.
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🕺How to use structured TGIFs to build a 100 million download game from scratch - with Sheetal Bairamadgi, Founder at Crikey👹

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Контент предоставлен Shamanth Rao. Весь контент подкастов, включая выпуски, графику и описания подкастов, загружается и предоставляется непосредственно Shamanth Rao или его партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.

What does it take for an indie studio founded by someone with no game design experience to achieve 100 million downloads?

Our guest in today’s episode is Sheetal Bairamadgi. Sheetal is the founder of Crikey, a game studio based in Sydney. Sheetal began her career as a digital marketing manager, and after working with a number of apps during her tenure as Chief Marketing Officer at Leadbolt, Sheetal decided to start her own gaming studio, Crikey. Crikey has a number of games to its credit, and the most popular one is Phone Case DIY which got 100 million downloads within a couple months of release.

In today’s episode, Sheetal takes us through the journey of how she envisioned Crikey and how she and her team refined the processes of their ideation and research from their early games that got lukewarm responses to their first big hit. This conversation again proves that it is possible to build hit games by focusing on research, processes and data, even if you don’t have much formal game design experience.
Key Highlights:
👾 What inspired Sheetal to transition from ad tech to game development?

👩🏻‍💻 Why Sheetal picked hypercasual games to get started with

🎮 The key challenges and learnings with Crikey's first game.

📝 The research process used by the Crikey team for coming up with game ideas.

💡Great ideas can come from anywhere - and from anyone on the team.

📱Even the app icons can make a huge difference to a game's performance.

💯 How the Crikey team learned to improve upon their processes and games as they built new games.

🙌🏽 Who Sheetal's first hire was - and why.

🥇 The roots of Crikey's first hit game - and how the idea developed into the actual game.

🔙 What Sheetal would do differently if she had to start all over again.

**
Check out the show notes here:
https://mobileuseracquisitionshow.com/episode/how-to-use-structured-tgifs-to-build-a-100-million-download-game-from-scratch-with-sheetal-bairamadgi-founder-at-crikey/
**
Get more mobile user acquisition goodies here:
http://RocketShipHQ.com
http://RocketShipHQ.com/blog

  continue reading

250 эпизодов

Artwork
iconПоделиться
 
Manage episode 306408643 series 2575608
Контент предоставлен Shamanth Rao. Весь контент подкастов, включая выпуски, графику и описания подкастов, загружается и предоставляется непосредственно Shamanth Rao или его партнером по платформе подкастов. Если вы считаете, что кто-то использует вашу работу, защищенную авторским правом, без вашего разрешения, вы можете выполнить процедуру, описанную здесь https://ru.player.fm/legal.

What does it take for an indie studio founded by someone with no game design experience to achieve 100 million downloads?

Our guest in today’s episode is Sheetal Bairamadgi. Sheetal is the founder of Crikey, a game studio based in Sydney. Sheetal began her career as a digital marketing manager, and after working with a number of apps during her tenure as Chief Marketing Officer at Leadbolt, Sheetal decided to start her own gaming studio, Crikey. Crikey has a number of games to its credit, and the most popular one is Phone Case DIY which got 100 million downloads within a couple months of release.

In today’s episode, Sheetal takes us through the journey of how she envisioned Crikey and how she and her team refined the processes of their ideation and research from their early games that got lukewarm responses to their first big hit. This conversation again proves that it is possible to build hit games by focusing on research, processes and data, even if you don’t have much formal game design experience.
Key Highlights:
👾 What inspired Sheetal to transition from ad tech to game development?

👩🏻‍💻 Why Sheetal picked hypercasual games to get started with

🎮 The key challenges and learnings with Crikey's first game.

📝 The research process used by the Crikey team for coming up with game ideas.

💡Great ideas can come from anywhere - and from anyone on the team.

📱Even the app icons can make a huge difference to a game's performance.

💯 How the Crikey team learned to improve upon their processes and games as they built new games.

🙌🏽 Who Sheetal's first hire was - and why.

🥇 The roots of Crikey's first hit game - and how the idea developed into the actual game.

🔙 What Sheetal would do differently if she had to start all over again.

**
Check out the show notes here:
https://mobileuseracquisitionshow.com/episode/how-to-use-structured-tgifs-to-build-a-100-million-download-game-from-scratch-with-sheetal-bairamadgi-founder-at-crikey/
**
Get more mobile user acquisition goodies here:
http://RocketShipHQ.com
http://RocketShipHQ.com/blog

  continue reading

250 эпизодов

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