Francisco Melgar Dubois
Montreal, Quebec, Canada
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Taking a moment to express our gratitude and thanks to all the amazing colleagues working with us and supporting us from the JOG studio Gameloft…
Taking a moment to express our gratitude and thanks to all the amazing colleagues working with us and supporting us from the JOG studio Gameloft…
Shared by Francisco Melgar Dubois
Experience & Education
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Gameloft Montreal
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Honors & Awards
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Google Online Marketing Challenge
Google
Results: “Adwords business finalist”, top 5 in The Americas & top 20 Global (CID: 5693022339)
Create the most successful Adwords campaign with a limited 250$ budget for an SME (Crossfit Fabrik).
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French
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English
Full professional proficiency
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Spanish
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Explore more posts
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Alexander Rehm
Terrible news last night with Behaviour Interactive announcing that it has laid of 95 employees, 70 of which in Montreal. To those impacted by these layoffs, please find a comprehensive list of resources, below: 🥇First, as you are on Montreal, please reach out to us at People Can Fly Studio, we have many roles open right now in Montreal and Canada, please check them out here: https://lnkd.in/eWpV5PbA 🥈Next, Discipline Games Jobs Resources: Over the past weeks I have created 9 (at time of writing) Games Jobs Resources to find jobs in a wide range of disciplines: 🎨 Art, Animation, VFX and UI: This resource contains around 1,200 jobs worldwide across all links. Link: https://lnkd.in/eXgEEUAA ⚙ Engineering and Programming This resource lists just over 1,900 jobs worldwide across all links. It also talks about interview tips and questions to practice. Link: https://lnkd.in/eAufG7q4 🕹 Quality Assurance: This resource lists over 450 QA jobs worldwide. This post also talks about the craft of QA and contains tips and interview practice. Link: https://lnkd.in/e6YwwJeS 📑 Game Production: This resource lists around 400 jobs worldwide. It also contains info about game production as a whole and GDC talks. Link: https://lnkd.in/eE8QgeDq 📢 Marketing & Community: This resource lists around 400 jobs worldwide. It also gives an intro into game marketing and community management. Link: https://lnkd.in/e5MuViug 🎶 Audio and Sound Design: This resource lists around 190 jobs worldwide. Link: https://lnkd.in/eSkPSsWf 📠 Studio Support, HR, Recruitment and BizDev: This resource lists around 290 jobs worldwide. Link: https://lnkd.in/ePG57_7v ⚙ IT, Helpdesk and DevOps: This resource lists around 140 jobs worldwide. Link: https://lnkd.in/e8ZsuiZh 🎮 Game Design: This resource lists around 480 jobs worldwide. https://lnkd.in/dCv_hQXv 🥉 Third, the Ultimate list of Video Games Career Resources: This should be your one-stop shop for all information. My dear friend Amir Satvat maintains these documents, he is a legend for doing this - please check them out: https://amirsatvat.com/ 🎖 Finally, do not give up. Ever. No matter how dark things may look right now, I KNOW you will get through this, you have got this! 👊 Remember you are not alone. If you need help, advice, or even an ear to listen, we're here for you. Always! ➡ A request to my community, please can I ask you to repost this post to your colleagues and friends, so that we can get as many into jobs as possible! And please comment if you or your studio are currently hiring - let's help each other! Much love ❤️ #layoffs #gamesindustry #jobsingames #behaviourinteractive
993 Comments -
Amir Satvat
I would like to express total support and caring for every single member of the Behaviour Interactive team today upon the news of 95 cuts (70 in Montreal) due to strategic changes, as revealed in a company press release. These situations are tough for everybody involved and I am here simply to say no matter whom you are at Behaviour, I and our community will do anything we can to help you and I am thinking of you today. Specifically, if your role was affected by this news, please utilize support across our three homes. In particular, I want to point you to the Games Org Support Posts under Home 1. They really work and I have a boatload of data to prove it. Home 1 - 🔗 AMIRSATVAT.COM: Our main hub provides 15 resources to assist you in finding work, featuring a fully updated design. - 🔗 Games Org Support Posts: Find a template at AMIRSATVAT.COM (Category 4, Resource 10). If you can provide information from your team (with their consent), I’ll help edit and disseminate the final product, reaching 100,000+ people. These posts are highly effective in increasing visibility, and we've done 98 of them. Home 2 - 🔗 Discord: Join us at discord.gg/amirsatvat, our live extension of community resources. With nearly 3,600 members, we are currently in an open-join phase. Home 3 - 🔗 LinkedIn: Our community here includes nearly 89,000 members, with 1-3 daily posts offering support and career assistance in the games industry. How the Broader Community Can Help: - Spread the Word: Reshares and comments on this post amplify the visibility of these resources. - Offer Support: Utilize the 13 ways listed on AMIRSATVAT.COM under "How You Can Help" to assist, or simply lend an ear or advice on our Discord server. - Join Our Movement: Volunteer with us at AMIRSATVAT.COM to support our colleagues in the games industry. Our network has facilitated over 2,000 jobs and 35,000 coaching conversations to date, the largest impact of any games organization on earth, and has been visited by millions of gamers lifetime.
2428 Comments -
Amir Satvat
We made it 7 whole business days without a video games layoff. Unfortunately, today, Avalanche Studios Group reported that it closed its studios in New York and Montreal and laid off 50 employees (9% of employees worldwide). If your role was affected by this action, our community is here to offer support through our three homes: Home 1 - 🔗 AMIRSATVAT.COM: Our main hub provides 15 resources to assist you in finding work, featuring a fully updated design. - 🔗 Games Org Support Posts: Find a template at AMIRSATVAT.COM (Category 4, Resource 10). If you can provide information from your team (with their consent), I’ll help edit and disseminate the final product, reaching 100,000+ people. These posts are highly effective in increasing visibility, and we've done 98 of them. Home 2 - 🔗 Discord: Join us at discord.gg/amirsatvat, our live extension of community resources. With nearly 3,600 members, we are currently in an open-join phase. Home 3 - 🔗 LinkedIn: Our community here includes nearly 89,000 members, with 1-3 daily posts offering support and career assistance in the games industry. How the Broader Community Can Help: - Spread the Word: Reshares and comments on this post amplify the visibility of these resources. - Offer Support: Utilize the 13 ways listed on AMIRSATVAT.COM under "How You Can Help" to assist, or simply lend an ear or advice on our Discord server. - Join Our Movement: Volunteer with us at AMIRSATVAT.COM to support our colleagues in the games industry. Our network has facilitated over 2,000 jobs and 35,000 coaching conversations to date, the largest impact of any games organization on earth, and has been visited by millions of gamers lifetime.
23711 Comments -
Andrii Lukianov 🔜 Develop
Hello, my dearest network! I hope fate treats you well during these stormy days😉 While the industry rattled by shake-ups - GTA V surpassed the 200 million mark, while Red Dead Redemption II made it past 64 million copies sold. As we think about their successes, what really made these games reach such incredible heights? While GTA Online undeniably plays a significant role in revenue streams, it's crucial to recognize that its foundation rests on the bedrock of perfectly well-crafted single-player experiences. GTA V hooked players with its massive open world and gripping story. Similarly, Red Dead Redemption II drew in audiences worldwide with its immersive narrative and detailed world. So, what's the secret sauce behind their success? It's the unwavering commitment to quality, attention to detail, and immersive gameplay experiences. These games weren't just products, they were immersive worlds waiting to be explored, crafted with care and precision. Where I'm heading with this is that it seems like the current industry has shifted towards prioritizing "making product first" over "game first", despite the success story of GTA proving that the opposite approach is actually what works. Of course, I'm not saying this applies to everyone. But I bet some examples have come to your mind😉 Well, here I go kvetching again 😬 😂
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Amir Satvat
Friends, our weekly community impact update for June 7th! This week, I'm so proud that we added Hailey Rojas' #opentonetwork resource as our 16th community offering. I thank Desirée Rincón 🔜 Toronto XP Game Summit also for her help with that content and design leadership this week as well. Haven't signed up yet for our community badge rewards for being a member and participating in community coaching? Register here: https://lnkd.in/evQpQDfd Our Four Headline Stats First (as always), straight from amirsatvat.com: - Job Placements: We've successfully facilitated over 2,000 job placements. - Advisory Chats: Our community coaches have engaged in more than 37,000 free advisory chats - We added 808 members to our LinkedIn community (88,973 total). - We added 336 members to our Discord community (3,735 total). JOIN OUR DISCORD COMMUNITY HERE: discord.gg/amirsatvat Resource Updates: - Hiring Visibility: Our community now includes 7,501 job seekers, with 70 new candidates joining recently. - Coaching: The number of coaches has risen to 2,228, thanks to 19 new volunteers offering support across our four services. - Role Listings: There are now 13,783 job opportunities across 3,616 organizations. Providing a full update on this is my top priority. - Career Planning: Both our General Planning Resources and our Early Career Pack are now live. Please submit any additional contributions you may have! - Games Org Support Posts: We have highlighted 98 individuals affected by programmatic layoffs. - Free LinkedIn Premium Trials: This week, we provided 20 new 2-month LinkedIn Premium trials to gamers, bringing the total to 370. - Ticket To Ride: We have given out 370 free tickets to gamers across 5 events, thanks to 29 generous sponsors. - Weekly Community Spotlight Posts: We have posted 8 spotlights, allowing community members seeking work to highlight themselves. How You Can Help: We have a page (https://lnkd.in/dY9KQ5a3) detailing 14 ways to contribute, highlighting areas of elevated and highest needs marked in yellow and red. This Week’s 8 New Mentors, 6 New CV + LinkedIn Reviewers, 3 New Mock Interviewers, and 2 New Art Portfolio Reviewers are in the comments! Thanks for your support and let's continue changing gamers' lives together! Super Amiro
531 Comment -
Mayank Grover
2 days ago, Behaviour Interactive laid off 95 individuals, citing “unprecedented competition” and wanting to focus on its “historical strengths” as the main reasons. BI is one of Canada’s largest independent game developers and publishers, with an average revenue per employee of $282K (approx) and a consistent revenue growth since 2015. On the surface, the world praises a studio for its games and talks about its big moves. Like that, BI is known for its horror titles (especially Dead by Daylight), partnering with WB for Mortal Kombat 1 and co-creating AAA games like Fallout Shelter with Bethesda. We endlessly glorify studios and their games, but we rarely talk about the individuals who actually make these games a reality. Nobody talks about it when game developers who were truly responsible for a video game’s success lose their jobs. In the end, behind all this visible glory, game developers are the ones actually forced to bear the volatile fluctuations in the gaming industry's economy. We congratulate studios when they make great games, but we fire our game developers as soon as things don’t seem to be working out! Imagine putting years of hard work into building a fine game only to hear one day that you’ve been removed from the effing project. So, here is my attempt to highlight game devs who were impacted by Behaviour Interactive. Repost and tag the right people. Let’s bring them maximum visibility from recruiters and game studios that are currently hiring: Jorge Eduardo Chaparro — As a Sr. Community Manager for BI, Jorge established social media strategies for ‘The Casting of Frank Stone’ and ‘Islands of Insight’. Remarkably, he has also been a senior level Community Manager for Studio Onoma (formerly Square Enix Montreal) and Square Enix. Marika D. — Marika was also BI’s senior community Manager but for its most renowned hit, Dead by Daylight. She has worked on Capcom and Disney’s DLCs apart from DBD. Before BI, she worked for Ubisoft as a Social Media Content Specialist. Meriem B. — A highly talented Social Media Manager who also supported the launch of Islands on Insight to corporate platforms and multiple chapters for Dead by Daylight. Moreover, she contributed to the growth of Behaviour’s audience by 10%. Vincent Davila — A Game & Level Designer of Behaviour Interactive who worked on four unannounced projects before being laid off with some experience in production, too. Sara Calzada — A killer talent who started her career as a Camera Operator and ultimately became an Art Director & Team Lead for BI. Sara has also been a Designer and Concept Artist for Netflix’s 3D animated series - Kitti Katz. #layoffsupport
34513 Comments -
Jahnavi Gupta
Excited to join the gaming community where we help each other with career planning, job searches, and coaching! I'll be focusing on providing CV and LinkedIn reviews to help you put your best foot forward. A big shoutout to Amir Satvat for bringing us all together! 🙌 Let's make great things happen! 🎮 #GamingCommunity #CareerPlanning #JobSearch #CVReview #LinkedInReview #Coaching #Networking
171 Comment -
Jan Nadal
In the Gaming world, Democracy prevails 🎆 Sony's swift response to community feedback on Arrowhead Game Studios's Helldivers 2 is a testament to player power. Cheers to all Helldivers 2 players! When Players' Voices are heard, it's a Victory for All 😄 Here's to a brighter future for Gaming 🎮 For those unfamiliar with the issue, here's an article to keep you updated https://lnkd.in/gqNVQVeh #JBlaze #Helldivers2 #Sony #Democracy #Gaming #ArrowheadGameStudio #PlayerVoices #Gamers #GamingForAll #Crossplay
214 Comments -
Richard Dansky
Back in the Red Storm days, I spent several years as the manager of the Game Design department. In that capacity I did a lot of hiring, and I did my best to develop my team professionally. One of those folks enjoyed working at RSE, but his dream was always to work for the studio that made his favorite game. But, despite all his efforts, he was repeatedly turned down when he applied. I didn't want to lose this designer, but a dream's a dream. So I asked him to show me his latest application before he sent it in. He handed over the application and his answers, and I read. It took half a minute to figure out the issue. I asked him, "What are they asking for in question 1?" He told me. I then asked "What is your response to question 1?" Again, he told me. And finally I asked "Does your response actually answer the question in any way, shape, or form?" He stared at me for a minute, then he looked at his answers, then he looked at me again and said "No." Because instead of answering the question, he had run off detailing something he thought was cool and was enthusiastic about, which, as anyone who has done interviewing will tell you, is a big red flag. Fortunately, after a little explaining, the designer was receptive to the idea of rewriting everything to actually answer the questions at hand. He got hired at dream studio very shortly thereafter, and has had a long and fruitful career in the industry. The lesson here is simple: Answer the question you're given. That especially holds for narrative deliverables. A proper narrative deliverable should fulfill the requested purpose - no more, no less. It should answer the question, not raise new ones, not ignore the original one to tackle other concerns, not bury the original concept under a mountain of additional material. It is sometimes hard for narrative folks to rein themselves in when asked to pitch stories or characters or whatever. Good narrative types have a gift for holding the whole kit and kaboodle in their heads. They see the gestalt - where it starts, where it goes, and what's potentially going to be needed down the line that no one else is thinking about. But that can lead to producing additional work that seems logical, but that no one asked for and no one wanted yet. Often that work strays outside the lines of what is useful. This can have deeply negative consequences. Surprise presentations of unrequested work can blindside requestors and put them on the defensive. It can be seen as staking out territory that is deliberately undefined at this point, an attempt to claim others' creative space. And if it's not up to snuff, it can have long-lasting repercussions for both individuals and teams. So, answer the question. If you think more needs to be said, keep the "more" in your back pocket in case it gets requested. Don't jump the gun, don't try to steal a march, even if you think it's good or necessary. It isn't, and you're not doing yourself or your team any favors by doing so.
12617 Comments -
Rafael Brown
Take Two's CEO Strauss Zelnick makes it painfully clear that Take Two is working with Zynga to bring GTA Online to mobile. Not GTA6 exactly but GTAOnline multiplayer. --- VideoGameChronicle: "Take-Two still wants to bring its biggest IP to mobile “WE HAVE TO TRY AND WE WILL TRY,” SAYS CEO STRAUSS ZELNICK" Two years since it completed its takeover of Zynga, Take-Two is still trying to figure out a way to bring its biggest franchises to mobile. “Perhaps most importantly we have the ability together, from both a development and a publishing point of view, to optimise the creation of new titles based on Take-Two’s core intellectual property,” Take-Two CEO Strauss Zelnick said when the deal was announced. “We believe we have the best collection of console and PC intellectual property in the interactive entertainment business and it’s basically nearly entirely un-exploited from mobile and free-to-play around the world.” At a TD Cowen conference this week, Zelnick was asked whether Take-Two had made any progress towards fulfilling this ambition, or even whether the goal was still part of the company’s multi-year pipeline plan. “You’re kind to ask it that way,” he said. “What you’re really saying is, ‘you haven’t done that, what happened?’ And the answer is, and I said it at the time, I said, ‘listen, that is one opportunity to create revenue synergies, but arguably it’s not the best one because even mobile titles based on traditional core established IP can fail, and the biggest titles in mobile are of course native.’ “Now, what people are really saying, they didn’t say it this way, is, ‘why don’t you just do what Call of Duty Mobile did?’ But the answer is, Call of Duty is a superset, never mind a subset, a superset of one. Basically everything else has paled by comparison in our space.” Call of Duty Mobile was released in November 2019 and had been downloaded over 650 million times as May 2022, according to Activision Blizzard. “That said, I would love to be able to announce a successful mobile title based on legacy Take-Two IP, and I’m pretty sure we’ll be able to do it, but you’re right that it has been backburnered a bit in service of a bunch of other opportunities. Mobile accounted for over half of Take-Two’s full-year revenue and net bookings during the 12 months ended in March 2024. But Zelnick reiterated at this week’s TD Cowen conference that he still wants to make a hit mobile game based on one of the company’s own properties. “Would I like to do exactly what you said? Absolutely. Have we done it yet? We have not done it yet. Is it in our multi-year pipeline? It is in our pipeline, but that doesn’t mean it will succeed, it could fail, in which case it would be irrelevant. No, worse than irrelevant, it would actually cost us money because failures cost us money.” “But we have to try and we will try,” he added. VideoGameChronicle: https://lnkd.in/gC8Pm9jJ #gameindustry #gamepublishing #taketwo #zynga #gta #gtaonline #gta6 #mobile
37 Comments -
Vira Pogromska
I have noticed an interesting trend: companies that provide their clients with serious content are increasingly favouring a fun and playful way of presenting this information. So, for this project for the social trading platform OUInvest Inc (ouinvest.ai), I was asked to create three funny cartoon characters to be used as mascots on the company's website, in animations and in offline products (e.g., printing on T-shirts). The requirement was to create anthropomorphic characters based on the first three letters of the company's name: O, U, and I. Characters should show that the company is focused on working with a variety of clients from a wide range of sectors, as well as convey lightness and fun, emphasising the company's commitment to presenting complex, serious information in a simple and game-like manner. It was also necessary to create a lip-sync animation in which the characters represent the company. When creating the mascots, I kept the bright color scheme of the client's website. And as one can see, the new characters fit in perfectly! I created different personalities for the characters to emphasize their diverse lifestyles and occupations. However, they are all happy and content with their lives :) The characters are vector art created with the Sketch app. The animations I created in Rive app. My voice over artists, who I collaborate with on a regular basis, took part in this project as well, becoming the voices of the characters. I overlaid the animation and audio files in DaVinci Resolve app.
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Shanil Wijesinghe Ⓥ🌱
I'm usually hesitant to make public posts, but I need to express my gratitude to Hatch Works for giving me the opportunity to attend Collision Conf 2024 in Toronto, Canada! I made fantastic connections (and even friends!) and the Collision masterclasses were a perfect fit for Playthical's growth! Pages of notes on crafting standout pitch decks and building resilient startups are ready to be implemented. In particular, I'm grateful to have connected with Re:wild, a conservation and ecosystem restoration nonprofit that aligns with my values. Firstly, Re:wild empowers local organizations and key individuals to protect and rewild. Secondly, it strives to positively inspire and motivate conservation instead of relying solely on alarming messaging. Thirdly, and most importantly for me, Re:wild recognizes the scale at which animal agriculture is responsible for global ecosystem devastation and advocates for plant-based diets. 🌱 I look forward to collaborating with the Re:wild team to explore how Playthical can build interactive web experiences to further our shared mission of saving the planet and its animals. #collisionconf #gamification #plantbased #socialimpact #gamesforgood
729 Comments -
Sergei Vasiuk
GTA VI is launching in Fall 2025! (Fall 2025 = 2026? ... Sorry, I’m joking 😂) This franchise is vital to my gaming past. No game has risen like this one over years. I wish R* a smooth launch and success! Take-Two earnings call highlights: • GTA 6 confirmed for Fall 2025 release. • Rockstar confident in Fall 2025 release. • Take-Two confident in GTA 6's success. • GTA 5 has sold 200 million units total. • GTA series has sold 425 million copies. • Expect more GTA Online DLC & events. • GTA Online sales down, GTA+ revenue up. What is your all-time favorite GTA game? Choose your reaction or share your own. My top pick? GTA V. ❤️
147106 Comments -
Amber Gao
Late to share the insights of #XDSREPORT, finally got time to finish reading! 📊💡 According to the report, the top-ranked location for Service Providers is the United States, with Canada and the UK tied in second place. Over the past few years, a noticeable shift in Service Providers' locations from Asia to Western countries has been observed. This shift underscores Price is no longer the sole determining factor for outsourcing decisions. The report also highlights that while mobile gaming dominates the market share, feedback from Service Providers indicates that the only growing segment is content development for consoles. This trend likely reflects consumers' continued demand for deep, high-quality gaming experiences, often found in console games. From a developer's perspective, this emphasizes the importance of focusing on console and PC platform games. Developers and Publishers are increasingly discovering new Service Providers through internal referrals, indicating the importance of maintaining a strong industry reputation. At Winking Studios we prioritize delivering top-notch artistic outsourcing solutions, backed by our industry credibility and active participation in various industry events to share our expertise and technology. The report also delves into the evolving landscape of AI in gaming outsourcing, presenting both risks and opportunities from the perspectives of buyers and sellers. Particularly noteworthy is the continued importance of artistic services, as highlighted in the Areas of Expected Growth According to Developers/Publishers. This report will be invaluable in preparing for the latter half of this year's XDS conference. A big shoutout to Chris Wren for his consistent and accurate industry data sharing. As longstanding partners of #XDS, we're committed to continuing our support and collaboration! If you are interested in the full version, here is the link: https://xdsummit.com/ #GamingIndustry #OutsourcingTrends #XDSConference #WinkingStudios 🚀🎨
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Hilary Goldstein
A little over a week ago, the marketing team at 1047 Games did something remarkable. With no paid media, no press release, no announcement, we released a video that is or is not (??) a teaser for our next project. We crushed our KPI targets and produced the top organic video in our YouTube channel's history. · 100% internally created video · 450k YT views (for a channel with 35k subs) · Well over 1 million views across all social channels · 50k+ engagements https://lnkd.in/epMJFx86 How did we make a mini-viral hit? 1. Community First It's hard to authentically give value to your community when you are trying to broadcast news to the world. Not unless you do something just for them. So, that’s what we did. 2. Size Doesn’t Always Matter Our goal was not to make a big splash and score millions of views. Our measurement was sentiment and winning back lapsed community members. We turned that into a 6-week community event culminating in an awards show on Twitch. The Splitgate community nominated the participants and voted on the winners, who won some sweet trophies. 3. But wait, there's more! For months, the show was set to end with our CEO thanking the community and then walking through one of our new portals. When someone on our team said the purpose of the "teaser" was to give the community something to talk about, I asked sincerely, "Would anyone talk about this?" Of course no one would talk about this! And we all knew it. So then... what would the community enjoy talking about? We spit-balled some ideas and landed on saying goodbye to Splitgate through the viewpoint of what we have been working on the past two years. 4. Don't speak It's hard to shut up. When you've worked on something a while, there's a tendency to want to make sure everyone knows everything about your project. You have to be disciplined. A while back, in a strategy session, someone gave us an amazing insight: Our minds love to close loops. It's satisfying. This is why procedural dramas are so popular. Who done it? Why? How? In 60 minutes of time, I can have these questions answered and it satisfies my brain. But once a loop is closed, you've got no reason to wonder. The episode is over. As games marketers, the worst thing we can do is open the mystery box fully. Don't close loops. Leave 'em guessing for as long as you can. 5. Positive ROI because it’s free Nothing is better than spending nothing to get something. And we did this internally, with some help from our development team to alter the map, a couple of video editors, our 3D/motion whiz, and the boss (me) allowing us to reveal something far ahead of our announcement. We did it! Congrats to the 1047 Games team for taking a calculated risk and having it pay off immensely. This is a fun start. But there is so so so much more in store. I don’t know how our little marketing team is going to pull off everything we have planned, but… it will be fun trying.
1898 Comments -
Jakub Remiar
Helldivers 2 has sold more than 12 Million units across PS5 & PC so far 🤑. It should be nearing around $500 Mil. gross revenue by this time 😱, being the fastest selling PlayStation game ever. We couldn't miss this incredible game on the podcast, so we played it in a special episode 😅, read the rundown here 😎. Arrowhead Game Studios started originally with Magicka 🧙♂️ in 2011, but you could clearly see its impact on Helldivers 2. This specific combination input is used in both this game and Helldivers 1 & 2 (as seen on the image) Magicka is a coop 4 players adventure game, where you go through the story with your friends, where fun is driven by spell combinations with its special button input and accidental friendly fire ☠. This formed the basis for Arrowhead success formula as you can see that from this point on, they are mastering this expertise of "4 player coop friendly fun game" The studio continued this similar setup with Gauntlet ⚔ in 2014 which is again a 4 player coop game and then Helldivers 1 in 2015 which again is a 4 player coop game. Nearly all of the mechanics/ lore and theme greatly translated from Helldivers 1 to Helldivers 2. Except that it is no more isometric view, but a 3rd person view. A similar shift was done when Warcraft 3 was translated into World of Warcraft . By 2024, the studio now has 13 years ⌛ of genre expertise in their unique genre, where they pretty much did a 4th game with the same overall setup. Therefore the success of Helldivers 2 is no accident, as it can be seen on the surface. Similarly how Larian Studios did the first entry into their Divinity RPG series already in 2002 and then used all those 21 years of experience and 6 released RPGs to create the giant success of Baldur's Gate 3. Helldivers 2 is also a hard earned victory for Arrowhead, after a long time of mastering their genre expertise. Join us as we talk about all of this with 🦩 Matej & Felix and shoot 🔫 some bugs in the process 😎 📺 Watch on YouTube: https://lnkd.in/eur4JjNX 🎧 Listen on Spotify: https://lnkd.in/egqbDQVN 🗣 Join the discussion in our slack channel: https://lnkd.in/eCfTUdu9 #gamedev #gamedevelopment #gamedesign #gameindustry #userexperiencedesign #userexperience #gamedeveloper #games #gameart #RPG #PC #Steam #Helldivers2 #Arrowhead #Sony
624 Comments -
Rafael Brown
2004's Grand Theft Auto: San Andreas is the clear leader in the Netflix Games portfolio at 19.2 million downloads. GTA3 & Vice City are another 10 mil. ----- MobileGamerBiz: "Rockstar’s GTA trilogy hits 30m downloads on Netflix" (Neil Long) (June 17, 2024) "The three GTA remasters released through Netflix have now been downloaded over 30m times, according to Appmagic. "Appmagic estimates suggest San Andreas is the lead title of the three GTA games by some distance, with 20.5m downloads to date. Vice City has 6.5m installs so far, and GTA 3 has 3.3m. The three games combined add up to 30.3m downloads through Netflix, by far the biggest game series released through the streaming service to date." iOS dominates the platform split. San Andreas has been downloaded an estimated 15.8m times on Apple devices, with just 4.7m players on Android. 4.9m players installed Vice City through the App Store, with 1.6m via Google Play. GTA 3, meanwhile, has been downloaded an estimated 2.4m times on iOS and has 929k installs on Android. The market split predictably shows the US top by some distance for each game. 25% of San Andreas downloads are from the US, with Brazil on 11%, India and Mexico on 8% and the UK on 4%. Vice City estimates show 23% of installs from the US, with India on 18% and Brazil, Turkey and the UK on 5% each. 25% of GTA 3 installs were from the US, with India on 12%, Brazil on 6% and Mexico and the UK on 5%." MobileGamerBiz: https://lnkd.in/g-g6Czi2 ----- MobileGamerBiz: "The top Netflix game downloads so far" (May 13, 2024) MobileGamerBiz: https://lnkd.in/g5bG3Qx3 ----- MobileGamerBiz: "Netflix game downloads spike as GTA trilogy hits 18m downloads" (January 24, 2024) MobileGamerBiz: https://lnkd.in/g7vbgxNf ----- EuroGamer: "GTA trilogy reaches 30m downloads on Netflix" (Victoria Kennedy) (Jun 17, 2024) Recent data states Rockstar's GTA trilogy has hit a combined total of over 30m downloads on Netflix. Grand Theft Auto 3, Vice City, and San Andreas made their way onto the service in December, as part of an attempt to introduce "higher-end" titles to its mobile-focused gaming catalogue. In January, it was subsequently reported that the arrival of these three games had given a boost to Netflix's gaming endeavours, with monthly mobile game downloads nearly tripling to 28m in the December. 18m of these downloads were a combination of San Andreas, Vice City, and GTA 3. Now, several months down the road, that number has increased to over 30m Netflix downloads for the GTA games. According to Appmagic data compiled by mobilegamer, San Andreas has had 20.5m downloads to date, Vice City has had 6.5m and GTA 3 has had 3.3m. The majority of these GTA downloads have been on Apple devices. Meanwhile, most of the downloads were from the US. This means GTA is the biggest game series released through Netflix to date." EuroGamer: https://lnkd.in/gRNfCpW2 #gameindustry #netflix #gta #mobilegames #subscription
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