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Majid Khosravi had been a gamer his whole adult life. Developing software was just something he did for a living. That is, until he began to develop games in his own free time back in 2012. With a strong belief in himself and what he could create, Khosravi used Unity Pro right from the start to create the kind of match 3 game that he himself loved to play.

Khosravi used the Unity engine to create an engaging, addictive match 3 puzzle game. But a great game wasn’t enough on it’s own. He knew that, in theory, a game that would both stand out in a crowded marketplace ‒ and could turn a profit ‒ would require a number of different solutions. But Khosravi discovered that, instead of patching together analytics, ads and other solutions, he could use the tools already built into the Unity engine.

20k downloads per day; 15% lift in ARPDAU

Khosravi used Unity’s built-in Ads, Analytics, and IAP functionality to make sure his two games, Jewel Mash & Fruit Bump, both engaging and profitable. He applied behavioral insights from analytics to get the right difficulty level, and combined rewarded video ads with IAP functionality to generate revenue while still ensuring a positive player experience.

His efforts have resulted in 20,000 downloads per day, a 15% increase in Average Revenue Per Daily Active User (ARPDAU), and a thriving game studio with seven full-time employees who love their work.

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To learn how Khosravi went from game hobbyist to thriving game studio, read the full case study.


11 replies on “From game hobbyist to thriving mobile game studio”

I guess the take-away from this, if there is one, is to create a game that people want to play and use analytics, tailored ads and rewards to keep them playing and paying. It doesn’t matter if it’s in a genre that seems to be derivative or not!

Here’s the thing that some seem to have missed. The games are funding a 7 man studio and only seem to be growing. From this base they can then go on to do original and better works while paying the bills. You need to build a foundation before you can create a tower on top of it. If you aren’t willing to build the foundations (the work is too mucky for your delicate hands!) then your towers will stand on very shaky ground.

Be less indie snob and more realist people! Then maybe you’ll actually be able to see the pearls of wisdom in the articles instead of wearing the cynical “Yet Another Match 3 Dude” blinkers.

That was touching Rick, thanks for sharing! It is very inspiring and motivational, keep up the good work!

I think this, I believe that in the beginning there is always a romantic view on what it is to develop games, and so many great games with financial potential are abandoned half way.

The fact of developing a game and publishing, letting the game see the light of day, is already a great achievement, I believe that often lack maturity and we face it in a less romantic way. I at least am tired of developing my games and not finishing them.

Stories like this are great inspirations, and it makes me believe that it is possible to live this dream of financial independence and work with projects that love doing them.

Ideas Millionaires ($) all have, but capacity to turn them into reality is another story, much sweat, resilience and work is necessary.

I really like your articles, Rick.

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