LevelUp

By ironSource / Melissa Zeloof

Gaming is a multi-billion dollar industry, but what goes into making the world's most popular games? Join us as we speak to titans of the gaming world, including Zeptolab, Playrix, Nexon and Kongregate, the makers behind wildly popular games Adventure Capitalist, Cut The Rope, Gardenscapes and Battlejack, to hear how they design, develop, monetize and market their games. Tune in to Level Up by ironSource, the podcast for people who love making, growing, and of course, playing mobile games.

  1. 1.
    Kongregate | The Monetization and Marketing Loop2/7/2018
    27:27
  2. 2.
    Deconstructor of Fun | The Rise of Hyper-Casual and Other 2018 Gaming Trends3/6/2018
    36:47
  3. 3.
    Nexon | Bridging East and West in Gaming4/10/2018
    35:25
  4. 4.
    GameIS | Building Great Game Communities5/15/2018
    33:49
  5. 5.
    Gram Games | Setting Company Culture as a Business Imperative5/17/2018
    23:30
  6. 6.
    Pixelberry | The Social Impact of Gaming6/11/2018
    23:53
  7. 7.
    Kolibri Games | Designing Idle Games for Active Players8/19/2018
    29:20
  8. 8.
    Zeptolab | Balancing Ad Monetization with User Experience9/3/2018
    20:54
  1. 9.
    Gram Games | Cracking User Acquisition Strategies for IAP and Ad-Driven Titles10/2/2018
    18:24
  2. 10.
    ironSource | The Next Generation of Designing Interactive Mobile Ads10/17/2018
    21:26
  3. 11.
    MAG Interactive | How to Make Hyper-Casual Games, Part 1: Designing12/11/2018
    22:51
  4. 12.
    Mobile Free to Play | How to Make Hyper-Casual Games, Part 2: Trends and Insights12/18/2018
    25:55
  5. 13.
    Miniclip | The Future of Programmatic Mediation1/1/2019
    19:58
  6. 14.
    Kwalee | How to Make Hyper-Casual Games, Part 3: Marketing1/13/2019
    22:19
  7. 15.
    Random Logic | How to Monetize and Advertise Word Games1/30/2019
    16:57
  8. 16.
    Tactile Games | The Evolution of Puzzle Games3/14/2019
    34:41
  9. 17.
    Jam City | How to Secure an IP for Your Mobile Game6/2/2019
    28:16
  10. 18.
    Social Point | Transitioning to an In-App Bidding World6/6/2019
    18:19
  11. 19.
    Homa Games | How to Make Hyper-Casual Games, Part 4: Checking In6/23/2019
    15:28
  12. 20.
    GameMakers | How Root Cause Analysis Optimizes Game Design8/6/2019
    34:17
  13. 21.
    Lucky Kat Studios | How an Indie Developer Reached #1 with Nothing but Bootstraps8/7/2019
    20:01
  14. 22.
    ironSource | Why Game Growth is a Loop and not a Funnel8/29/2019
    31:01
  15. 23.
    N3twork, Smule | How Game Product and UA Teams Can Work Better Together9/4/2019
    35:46
  16. 24.
    Uken | How to Identify and Evaluate New Game Projects9/11/2019
    31:20
  17. 25.
    Voodoo | Creating a Culture Code for Winning Game Teams9/18/2019
    30:18
  18. 26.
    Square Enix | Behavioral Economics in Games: Monetizing Tightwads, Spendthrifts, and the Unconflicted10/2/2019
    31:09
  19. 27.
    Quantic Foundry | Analyzing Gamer Behavior, Psychology, and Motivations10/10/2019
    43:04
  20. 28.
    NBCU | Game Analysis and Building the Right Data Infrastructure for F2P Games10/30/2019
    56:03
  21. 29.
    Neon Play, Playrix, Madbox | Trends for Mobile Game Creatives11/21/2019
    14:27
  22. 30.
    Gameloft, Halfbrick, Social Point, Random Logic | In-App Bidding and the Future of App Monetization11/21/2019
    10:18
  23. 31.
    Ketchapp, Mobilityware, Jam City, Kwalee | Merging Monetization and Marketing11/21/2019
    18:12
  24. 32.
    Playtika | How a Single Games Company Monetizes Multiple Genres12/5/2019
    23:56
  25. 33.
    Mammoth Media | Creating Mobile Content and Games for Gen Z12/23/2019
    34:06
  26. 34.
    ironSource | Growth Loop, Step 1: Starting with UA, Not Monetization2/6/2020
    32:26
  27. 35.
    App Annie | Discoverability is Just Half the ASO Battle2/12/2020
    31:15

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