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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.

Get the whole story

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

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  1. 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.

    1. Thanks Peter. As mentioned below, it’s all about a developer finding their audience and doing what works for them. No matter the category, genre, etc., if a developer has the correct insight to reapply to a game in order to make it better, it will help create a more seamless experience…leading to the happy players that keep coming back for more. It will help build that foundation that you mention (great point BTW) that leads to the skyscraper :-) Glad you enjoyed their story!

  2. Wow, another gaming studio that makes derivative match 3 games. What an inspirational story! slow clap

    1. haha, harsh :P

    2. This read’s like an advert. This is really nothing useful here.

      1. Always enjoy the feedback!

        Just want to stress a few things here. First off, all games are different – multiple styles, genres, platforms…the list goes on and on. Some of Twimler’s titles are in fact Match 3, but what’s important to stress here is that they were able to find their audience that loves playing their games. Once they found them, they were able to continually keep them engaged and coming back for more. They’re pleasing their customers, doing a good job at it, and most important, love doing it. And that’s what it’s all about in the end.

        Twimler was able to find a recipe for success that worked for them, and what we hope to do is share that story with you so that any developer, no matter what style, can learn from it. If we’re able to help just one developer succeed as a result, then it’s worth it.

        The more knowledge we can provide developers to help them understand what can work, what may work best, etc., then the more stories like Twimler we’ll hear. And that brings a big smile to our face. So whatever type of mobile game you’re building, we hope that you learn from this, apply it, and most importantly, love doing it!

        1. Stratos Kakalis

          October 29, 2016 at 5:18 pm

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

        2. Thanks for the kind words Stratos!

        3. Deiverson Silveira

          December 13, 2016 at 7:56 pm

          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.

        4. Glad you enjoyed it and that it can help you Deiverson!