Can İnce, Giada Mazzola, and Corentin Selz from Voodoo held a session at the Mobidictum Business Conference.
Voodoo’s Publishing Manager Can İnce opened the session with an introduction on Voodoo, stating download numbers, active users, employee count, and abroad offices. He then moved on to the opportunistic nature of the hyper-casual genre, arguing that there is so much untapped potential to explore.
İnce also shared how small studios and young developers can launch a successful hyper-casual hit. He identified three rookie mistakes that newcomers should be wary of:
- Mindsets that are not KPI driven
- Copying existing successful games
- Issues with execution
The successful PM finished his presentation by promoting Voodoo Academy and passed the microphone to Voodoo’s Lead Publishing Manager, Giada Mazzola. She commenced the presentation by following up on what’s changed in 2021 and 2022 on the hyper-casual scene.
Mazzola continued by stating that ideation is the critical point of creating a hit game:
“It’s not sustainable to achieve a hit if your idea is not substantially different or if it feels like something you have already seen. This is why you know ideation is key. As publishing managers, we spend a lot of time with studios to understand how we can make this system better.”
She then introduced a case study on Voodoo’s game Bucket Crusher in order to solidify the arguments and concluded her part of the presentation.
Voodoo’s Casual Studios Manager, Corentin Selz, picked up where Mazzola left off, beginning with the future of hybrid-casual. He elaborated on the CPI and LTV rates of different genres, then moved on to Voodoo’s focus areas when publishing hybrid-casual games.
Selz continued by sharing another case study, this time of the game titled Collect ’em All, and concluded the session by stating Voodoo’s targets before Christmas 2023. You can reach the complete session along with more relevant content by clicking the button below.