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How Mindstorm answers the million-dollar question about players

January 24, 2017 in Games | 2 min. read
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The Games-as-a-Service model offers a way to keep your mobile games fresh because you can continually release launch campaigns, IAP sales, game updates and other downloadable content. But what kind of changes should you make? That can be a wicked problem. Solving it assumes that you know the answer to the million dollar question: What do your players want?

Players’ needs and tastes change all the time. Plus, everything depends on the given market, store and a host of other factors. When you’re offering a mobile game as a service, you have to stay one step ahead of every current trend.

How Unity Analytics helps Mindstorm stay one step ahead

Unity Analytics has helped Mindstorm, one of Pakistan’s leading game studios, successfully make the transition to the Games-as-a-Service model. Unity Analytics is making it possible for them to continually improve their latest title, War Incorporated, a mobile strategy game with over 4 million installs across different platforms.

Founded in 2006 by a handful of talented people, Mindstorm Studios has grown to 70+ team members and is now one of Pakistan’s leading game developers with dozens of hit games like Mafia Farm and Whacksy Taxi.

What do players want?

When they moved towards the Games-as-a-Service model with War Incorporated, Mindstorm began using the built-in Unity Analytics to understand players’ needs and behavior.

Tracking player activity and segmenting information by platform, store and region has enabled them to make successful decisions about how to improve their game and optimize sales. What’s more, they can do it all really fast.

“Unity Analytics lets me get data, gain insights, and draw action items in a few moments,” says Qasim Meher Assad, Head of Products at Mindstorm.

Get the whole story

The Mindstorm case study gives you the details on how the studio uses Unity Analytics’ segment builder, data explorer, custom events and heatmaps to track data and take actions that keep their players engaged.

Read the case study

January 24, 2017 in Games | 2 min. read
Topics covered