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Monday, August 3 • 4:00pm - 4:45pm
“Growing balls” - transforming an indie studio from Premium to F2P in three games

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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.


Speaker
avatar for Johannes Zirm

Johannes Zirm

Product Manager, Paladin Studios
  | Johannes Zirm’s youth was spent on building treehouses or playing games, depending on the weather. He has a Master of Art and Design degree from Bauhaus-University Weimar and a Master of Arts (Literature) degree from the Tongji University Shanghai. Over the last six years, he worked in Germany and Shanghai on both serious and entertainment games. | In 2013, Zirm has found his home at Paladin Studios - an independent game studio based... Read More →


Monday August 3, 2015 4:00pm - 4:45pm
Respawn Stage 3

Attendees (13)