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6 min read
#Data & Analytics

Balance and Flow Maps

Anders Drachen brings Sean Houghton on the GameAnalytics blog to share some of his experiences with taking heatmaps to the next level by investigating balance maps in Transformers: War for Cybertron.
5 min read
#Ads & Monetization

Game Economies – 5 mistakes to avoid

So you want your game to feature an in-game store? Avoid these five common blunders shared by Yaniv Nizan to make sure you do not scare your potential customers away.
6 min read
#Game Deconstructions

Whitaker Trebella on Pivvot

Minimalist yet intense, Pivvot was listed as one of the top 100 apps in over 140 countries and even managed to reach second rank in the US app store. We thus decided to catch up with its creator, Whitaker Trebella, to chat about the challenges of indie game development and how GameAnalytics helped him understand Pivvot better after launch.
Custom segments
13 min read
#Game Deconstructions

How Puzzle & Dragons Does it

In this post Michail analyses the mixed success of Puzzle & Dragons, Japan's top grossing free-to-play mobile game, on the Oriental and American market.
5 min read
#Ads & Monetization

How to Price your In-app Purchase Items

There's an entire science behind how to price your in-game purchases. Yaniv Nizan is back to give us some pointers on how to do it right.
6 min read
#Data & Analytics

Playstyle and Progression

In this post Anders Drachen introduces some of the main challenges of finding patterns in how games are played and in how play styles change across levels. He also showcases some new research results which were obtained through a thorough analysis of Tomb Raider: Underworld.
4 min read
#Ads & Monetization

Game Economy Balancing – 3 Ways to Prevent Pay-To-Win

Meet our new guest poster, Yaniv Nizan, CEO and co-founder of SOOMLA and also an expert in dynamic in-app purchases. In his first post, he will share some tips on how to handle one of the biggest challenges of free to play games: avoiding the aggressive pay-to-win mechanics.
7 min read
#Marketing & Publishing

Fun Facts about World of Warcraft Character Names

Anders Drachen reports from one of those rare events where a piece of analytics work was done purely to satisfy the curiosity of those involved, but ended up revealing surprising patterns about how we as players name our characters.
10 min read
#Data & Analytics

How Criminal Case drives growth

Criminal Case is one of the best Facebook games in terms of growth. In this case study Michail Katkoff explains how a hidden object game can drive growth through rounded game mechanics.
10 min read
#Marketing & Publishing

An Indie Perspective: Launching a F2P game

Tim Wicksteed, an indie developer from Bristol, shares how GameAnalytics helped him assess the effectiveness of the F2P implementation for his first commercial title, Ionage.
3 min read
#Tool & Product

Introducing Email Reports

Benefit from more mobility, as heatmaps become accessible anywhere and basic game statistics can now be sent to your inbox. Bonus: data exports, A/B testing and a sleeker Unity package.
6 min read
#Tool & Product

Getting started with analytics 4: Reading (Part 2)

If you are interested in game analytics one of the best things to do early on is to read up on what other people do. While this does not result in a plan for how to implement analytics in your game, it provides useful information guiding the design of the plan. This second post focuses on presentations, research articles and relevant material around games.
8 min read
#Tool & Product

Getting started with analytics 4: Reading (Part 1)

If you are interested in game analytics one of the best things to do early on is to read up on what other people do. While this does not result in a plan for how to implement analytics in your game, it provides useful information guiding the design of the plan. In this post we provide suggestions for some of the best material out there on game analytics.