When Paladin Studios embarked on a journey to create their premium game “Momonga”, they didn’t know it would be the first in a series of 3D mobile games with ball physics. It eventually even kickstarted the transition from a Premium to a F2P-design oriented studio. In the unique format of doing post-mortems of Paladin’s last three games in one session, Zirm compares how mechanics, designs and monetization evolved. He outlines the iterations the projects went through and shows how reality is a kick in the nuts sometimes.
Zirm shares lessons learned on how Paladin had to grow up as a studio to make the transition from Premium to F2P, how effective game monetization is more than just adding In-App Purchases, how a lot of free to play mechanics go against a game designer's instinct and how Yoda was right when he said “Do. Or do not. There is no try.” The session is spiced up with practical tips, anecdotes and the world-exclusive preview of Paladin Studios’ newest (ball) game.