![]() A year is already long for their standards. manifesting itself in our casual strategy.Īt Voodoo, there has never been a game. But it is in Voodoo’s DNA to be disruptive-not focusing on making a similar product to what already exists. I think it has always been in Voodoo’s DNA to have many smaller successes, whether it’s hyper-casual or, in our case, casual. We’re trying to measure KPIs and find our market and find our audience.Īt Voodoo, short-term projects are in the DNA. Because we are not a smaller company, we had more freedom to innovate and think about what we could do better. You can make a game like Merge Mansion in two months. They are all trying to do their iteration of the game. There are Merge Friends, Merge Villa, Merge Estate now out there. And later, it turned out that we were not the only ones playing it. We’re a relatively experienced team, and especially in deep casual games. I’m in the Voodoo Berlin casual studio, which Sophie Vo leads. ![]() Tell us about your studio, the team and what you guys are trying to do? Here are my highlights from that discussion. I recently listened to an insightful discussion on the Mastering Retention podcast, where they interviewed Niek Tuerlings from Voodoo about how they’ve been working on their merge game Plantopia. If you aren’t a subscriber to EGD News, you can subscribe here.
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