two & a half gamers

Lancaric.me

This is a no BS gaming podcast. We share insights, knowledge and fun gossip relating to the topics of User Acquisition, Game Design and Ad monetisation. You will find here actionable insights in a fun and relaxed atmosphere. A safe space where we mimic the honesty of a 4am conference discussion. Enjoy & let us know your feedback!

  1. 💰 The $45M/Month Football Game Nobody Talks About: eFootball, EA FC & Dream League Breakdown

    1 day ago

    💰 The $45M/Month Football Game Nobody Talks About: eFootball, EA FC & Dream League Breakdown

    The World Cup is here, and three football games are quietly printing money — but in completely different ways. eFootball is doing $45M a month after nearly a decade of straight-line growth, and almost nobody in the industry is talking about it. Matej Lančarič, Jakub Remiar, and Felix Braberg break down the three realistic football giants — Dream League Soccer, Konami's eFootball, and EA Sports FC Mobile (the game formerly known as FIFA Mobile). They get into the wildly different country mixes (Dream League at 25% US revenue, eFootball at 43% from Japan, EA FC pulling 20% from China and 16% from Korea), the radically different ad strategies (eFootball at just 0.65% ad revenue, EA FC around 15-25%, Dream League a remarkable 68% ad-driven), the gacha and card-collection monetization, the FIFA licensing divorce that freed EA from a reported nine-figure annual fee, and the UA reality: all-real-gameplay creatives, great CPIs for the genre, and the curious fact that none of them are on AppLovin despite Dream League being a perfect blended-ROAS candidate. The throughline: same sport, same core gameplay, three completely different businesses underneath. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 The numbers — eFootball at $45M/month 01:30 Three games, big structural nuances 05:30 Ad revenue split — 0.65% vs 15% vs 68% 06:50 The country mix that changes everything 11:00 Inside the games — gameplay and gacha 17:30 The FIFA license divorce and EA's escape 26:30 The ad stacks and what they get wrong 35:30 UA reality — real gameplay, cheap CPIs, no AppLovin -------------------------------------- PVX Partners offers non-dilutive funding for game developers. Go to: https://pvxpartners.com/ They can help you access the most effective form of growth capital once you have the metrics to back it. - Scale fast - Keep your shares - Drawdown only as needed - Have PvX take downside risk alongside you + Work with a team entirely made up of ex-gaming operators and investors --------------------------------------- For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale. Our sponsor FastSpring: Has delivered D2C at scale for over 20 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Podcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA Chapters --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://www.linkedin.com/in/jakubremiar --------------------------------------- Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it! Hit the Subscribe button on YouTube, Spotify, and Apple! Please share feedback and comments - matej@lancaric.me --------------------------------------- If you are interested in getting UA tips every week on Monday, visit ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠lancaric.substack.com⁠⁠⁠⁠⁠⁠ & sign up for the Brutally Honest newsletter by Matej Lancaric

    48 min
  2. 🎮 The 3-Minute playable that pre-qualifies your WHALES!

    4 days ago

    🎮 The 3-Minute playable that pre-qualifies your WHALES!

    This month's playable trends are the kind you only catch when you're staring at hundreds of creatives in a row: the dress-up "please your boyfriend's mom" hook quietly flooding match-3 UA, and the Playrix templated-playable machine that turns one build into an entire portfolio. Matej Lančarič and Ondrej Mosberger are joined by Robin Kuyer, who leads Unity PlayWorks (formerly Luna Labs) and has been building playables for five years. They break down the fashion/dress-up template appearing across Crazy Labs, Kinetic, and others (often with identical assets) and why it's really a match-3 onboarding wrapper, the Playrix masterclass of strongly templated playables reused across Township, Gardenscapes, and Homescapes, and the single most underused tactic in the industry: taking one winning playable build and squeezing everything out of it with asset swaps, camera-angle changes, and different cut points. They also dig into long playables (and why 3 minutes can pre-qualify your best payers), the authentic-vs-non-authentic debate (where CTR can double but ROAS stays close), network approval chaos, and where AI playable production is genuinely heading — plus why "make a playable that performs well" will never be a working prompt. The throughline, straight from Robin: production speed means nothing without the foundation. Knowing what a good hook, reward loop, and progression actually look like is the part too many studios skip. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Game designers on playable team? 03:35 The fashion / dress-up playable pattern 08:00 Why it's really match-3 in disguise 16:14 The Playrix templated-playable masterclass 20:35 One build, many ads — asset swaps and camera angles 27:00 Long playables and pre-qualifying payers 36:46 Authentic vs non-authentic playables 40:00 Can AI vibe-code a winning playable? -------------------------------------- PVX Partners offers non-dilutive funding for game developers. Go to: https://pvxpartners.com/ They can help you access the most effective form of growth capital once you have the metrics to back it. - Scale fast - Keep your shares - Drawdown only as needed - Have PvX take downside risk alongside you + Work with a team entirely made up of ex-gaming operators and investors --------------------------------------- For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale. Our sponsor FastSpring: Has delivered D2C at scale for over 20 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. 🎙️ HOSTS Matej Lančarič — User Acquisition consultant Ondrej Mosberger — Playable production (PlayableMaker) 🎤 GUEST Robin Kuyer — Unity PlayWorks https://www.linkedin.com/in/robin-kuyer-76b24b87/ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://www.linkedin.com/in/jakubremiar --------------------------------------- Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it! Hit the Subscribe button on YouTube, Spotify, and Apple! Please share feedback and comments - matej@lancaric.me

    48 min
  3. 🧠 What You Send Is What You Get: Signal Engineering and the Future of Attribution with Core Plan

    4 days ago

    🧠 What You Send Is What You Get: Signal Engineering and the Future of Attribution with Core Plan

    The old way of buying an MMP took weeks — sales calls, demos, contracts, CSM onboarding, documentation. Airbridge just collapsed that into a couple of hours. Core Plan: https://abr.ge/xqaqqlu Use code Matej26 for bonus attributed installs! Matej Lančarič sits down with Roi Nam, CEO and founder of Airbridge, to unpack Core Plan — a self-serve, pay-as-you-go MMP that comes with 15,000 attributed installs free for a year. They get into why now (AI has driven a ~60% year-over-year jump in app releases, and those founders need measurement fast), who it's for (founders under $10M ARR, teams of 1-20, mostly consumer and subscription apps), how the AI-native onboarding works (MCP and an AI pilot that installs the SDK and builds reports for you), what got stripped out to keep it "core," and the roadmap — instant pre-SDK analysis from your ad accounts, easier web-to-app, and built-in signal engineering. On that last point: Roi shares how one sleep-tracking app cut CPA 27% with the simplest signal-engineering tactic — delaying the cancellation signal to Meta. The throughline: measurement should be as fast as the AI tools founders already use. ⏱️ TIMESTAMPS 00:00 Meet Roi and Airbridge 00:45 What Core Plan actually is — 15K free installs 02:31 Why now — AI and the 60% jump in app releases 05:04 How Core Plan differs from the enterprise plans 07:15 The AI pilot and MCP — SDK install in 2 hours 12:05 The roadmap — pre-SDK analysis and web-to-app 14:18 Signal engineering and the 27% CPA win 19:08 Who's signing up — the thick-tail app market ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 📌 KEY TAKEAWAYS — Airbridge launched Core Plan, its first-ever product-led-growth motion in 10 years as an MMP. It's self-serve and pay-as-you-go, with 15,000 attributed installs free for one year, then 5 cents per attributed install (installs, not conversions) after that. Founders can sign up on the dashboard and be running in 2-3 hours. — The "why now" is AI. App releases are up roughly 60% year-over-year (per a16z) as founders use AI to research, pick a segment, and ship apps in days. But while AI tools deliver value in minutes, MMPs historically took weeks to two months to onboard — sales calls, contracts, CSM, documentation. Core Plan closes that speed gap. — The target is small-to-mid-market founders under $10M ARR, teams of 1-20, who grow primarily through UA. Currently ~85% apps (vs games), ~60% subscription apps, with more than half of users from the US, UK, and Europe but sign-ups genuinely global. — Core Plan is ~65% of the enterprise feature set. It keeps the essentials — cohort analysis, raw data export, deep linking, up to two integrations (RevenueCat, Adapty, AdMob, Amplitude, Mixpanel, Braze) — and strips advanced reporting, multi-touch attribution, incrementality, and agency/security management. The 15K free installs are calibrated to get an early app to ~$3-5K MRR and prove product-market fit. — The AI-native onboarding is the core differentiator. An MCP integration (drop it into Claude Code or Codex) plus an embedded AI pilot lets founders install the SDK, set up taxonomy, place tracking codes, and generate reports by asking — instead of reading documentation for hours. Tech-savvy founders are getting the SDK live in 2-3 hours vs the 2-month enterprise timeline. — Signal engineering is the sleeper topic. Everyone talks about it; almost nobody implements it. The idea: ~20% of trial subscribers cancel within 20-30 minutes, and sending that signal to Meta/Google can mislead the algorithm about your real audience. The fix can be as simple as delaying the cancellation signal by ~2 hours. One sleep-tracking app (a category leader in Japan) cut CPA by 27% with that single tactic. Airbridge wants to make this a toggle on the dashboard rather than a custom engineering project. 🎙️ HOST Matej Lančarič — User Acquisition consultant 🎤 GUEST Roi Nam — CEO & Founder, Airbridge

    25 min
  4. 💀 Mo.co DEAD on arrival. Is it time for Supercell tokill Mo.co?

    18 Jun

    💀 Mo.co DEAD on arrival. Is it time for Supercell tokill Mo.co?

    Supercell rebooted MoCo, their monster-hunting RPG, with a big relaunch update - new weapons, new abilities, redesigned portals, daily jobs. The hype cycle lit up. And after playing it, the verdict is brutal: it's still dead on arrival. Matej Lančarič, Jakub Remiar, and Felix Braberg dig into the MoCo relaunch and why it doesn't fix the game's core problem. MoCo launched in March 2025 with a download spike, hit a hard shark fin, and the relaunch pumped it back up to roughly 230K DAU — but only around $14K/day in revenue and ~$5M lifetime (about one peak day of Brawl Stars). Jakub's diagnosis as a hardcore RPG player: the game has no depth, no chase items, no endgame, just farming stat-cores and a cosmetics shop. The relaunch added "depth-ish" — a little bit of depth sprinkled into the depth — but lightweight RPGs don't exist, and Supercell's broad-and-accessible business model is fundamentally incompatible with what makes RPGs work. The conclusion the hosts land on is uncomfortable: in its current state, MoCo is essentially unsalvageable as an RPG. Either pivot it into a MOBA, or kill it and go back to strategy games — the thing Supercell is genuinely great at. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Cold open — what does this mean for Supercell? 02:19 The relaunch and the search for one positive sign 03:30 The numbers — shark fin, 230K DAU, $14K/day 07:40 The core problem — no depth, no chase items 12:50 "Gen Z slop": why the RPG genre rejects this 16:00 The endgame problem — stat-cores and cosmetics 26:00 MoCo vs Diablo Immortal vs Path of Exile 30:45 The verdict — kill it or pivot to MOBA -------------------------------------- PVX Partners offers non-dilutive funding for game developers. Go to: https://pvxpartners.com/ They can help you access the most effective form of growth capital once you have the metrics to back it. - Scale fast - Keep your shares - Drawdown only as needed - Have PvX take downside risk alongside you + Work with a team entirely made up of ex-gaming operators and investors --------------------------------------- For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale. Our sponsor FastSpring: Has delivered D2C at scale for over 20 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Podcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://www.linkedin.com/in/jakubremiar --------------------------------------- Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it! Hit the Subscribe button on YouTube, Spotify, and Apple! Please share feedback and comments - matej@lancaric.me --------------------------------------- If you are interested in getting UA tips every week on Monday, visit ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠lancaric.substack.com⁠⁠⁠⁠⁠⁠ & sign up for the Brutally Honest newsletter by Matej Lancaric

    34 min
  5. 🎯 The DEFINITIVE Guide to D2C in 2026: Real Numbers from 8 Studios

    15 Jun

    🎯 The DEFINITIVE Guide to D2C in 2026: Real Numbers from 8 Studios

    Direct-to-consumer is finally out of the shadows. Eight public studios just revealed how much revenue they drive through D2C — and the numbers make the case better than any pitch could. But there's a window closing, and the studios moving now are the ones who'll win. We are joined by Chip Thurston (FastSpring) for a D2C deep-dive built around the Pocket Gamer report aggregating publicly disclosed D2C revenue. They break down the three cohorts (social casino, mid-core, casual) and what each tells us, the standout data points (Playtika at 39% of revenue, Fishing Clash at 33%, Double Down at 44%), the difference between direct-checkout links and web stores and why you need both, Google's new External Content Links policy, the still-unapproved Epic v. Google settlement and its 20% linked-payment fee, where Apple's appeals stand after the Supreme Court declined to hear them, and the single most actionable takeaway: maximize US D2C traffic today, while you can still steer without fees. ⏱️ TIMESTAMPS 00:00 Cold open — maximize US D2C traffic today 01:35 The Pocket Gamer D2C report and why it matters 05:35 The three cohorts — social casino, mid-core, casual 11:50 Direct checkout vs web store — the frictionless path 16:00 Google's External Content Links policy explained 21:20 The Epic v. Google settlement and the 20% fee 30:10 Where Apple stands after the Supreme Court 36:20 Casual works too — Playtika and the playbook 📌 KEY TAKEAWAYS — D2C is out of the shadows. A Pocket Gamer report (by Craig Chappell) aggregates publicly disclosed D2C revenue from eight studios — Playtika, MTG, Stillfront, SciPlay, PlayStudios, Tensquare, Huuuge, G5, Take-Two. For the first time, studios are openly reporting D2C as a positive earnings story rather than treating it as a cloak-and-dagger tactic. — Three cohorts, all winning. Social casino (SciPlay, PlayStudios, Huuuge, Double Down at 44%) leads because revenue is VIP-concentrated — shift a few whales and you shift a big share of revenue. Mid-core (MTG, Stillfront, Tensquare) ranges up to 44%. — Direct checkout vs web store is the key strategic choice. Direct-checkout links (skip the store, go straight to a hosted checkout page, bounce back to the game) are the most frictionless path available today and can push you over 50% D2C. But every direct-checkout link is a "linked payment" that would incur the 20% fee under the coming settlement — so the durable play is habituating players to your web store as a destination they'll return to regardless. — Google's External Content Links policy is the first salvo. In effect since January 28, 2026 (US only for now), it requires enrolling via an API to link to external content — or your app updates get disapproved. No fees yet (they legally can't), but it lays the groundwork for the 20% linked-payment fee with a 24-hour attribution window once the settlement is approved. — The Epic v. Google settlement is still unapproved and the dates are slipping. Google intended its new fee structure to take effect June 30, 2026 (US and Europe), but the court is skeptical and hasn't approved it. The structure decouples the old 30% into a 5% Google Play billing fee plus a 20-25% platform fee (varying by install date), with carve-outs for first $1M (10%) and subscriptions (10% + 5%). The cosmetic-vs-power-item distinction was dropped entirely. — The actionable playbook: maximize US D2C today with a mix of direct-checkout and web-store links (to habituate players for the fee future). Learn from the disclosed studios (Raid Shadow Legends' web-store points flywheel is a great model). And treat Japan — which already allows steering with fees under its Mobile Software Competition Act — as a soft launch for the fee-based future of D2C. 🎙️ HOSTS Matej Lančarič — User Acquisition consultant Jakub Remiar — Game Design consultant Felix Braberg — Ad Monetization consultant 🎤 GUEST Chip Thurston — FastSpring

    44 min
  6. 🚨📢 BREAKING NEWS: The Surprise World Cup Winner, Block Blast's $120K/Day Bleed, Supercell's US news

    12 Jun

    🚨📢 BREAKING NEWS: The Surprise World Cup Winner, Block Blast's $120K/Day Bleed, Supercell's US news

    It's day two of the World Cup, and the biggest download winner isn't any of the football games anyone predicted — it's a Coca-Cola-sponsored sticker-album app. That's just one of three stories this week that matter for mobile. Felix Braberg flies solo for the Friday news segment. The FIFA Panini Collection is pulling roughly half a million downloads a day across Brazil, Mexico, and the US — 12.2 million downloads in 30 days and ~$1.5M revenue — built around Panini's physical collectible-card heritage and Coca-Cola bottle QR codes. Felix also crunched the numbers on Block Blast's 24-hour Google Play takedown (rumored IP infringement) and found it cost the game roughly $120K/day in lost ad revenue, with a 17% daily-active-user drop and a 14-month download low. And Supercell's US game development is winding down — one project killed, another in limbo after staff departures — feeding the bigger question of when (or whether) Supercell lands its next hit. Three stories, one theme: distribution is fragile, and even the biggest names are exposed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Cold open — Block Blast's lost daily active users 00:40 FIFA Panini wins the World Cup download race 03:00 The Coca-Cola + Panini sticker-album playbook 04:30 Block Blast's 24-hour outage — the real cost 06:30 The $120K/day loss and the Turkey/Indonesia drop 08:00 Supercell kills a US game, another in limbo ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 📌 KEY TAKEAWAYS — The surprise winner of the World Cup download race is the FIFA Panini Collection — a Coca-Cola-sponsored, Panini-built digital sticker-album game. It's pulling roughly 500K downloads a day (12.2M in 30 days, up 6.6M), ~$1.5M revenue (up over $1M), and close to 1.7M daily active users, concentrated in Brazil, Mexico, and the US. None of the football games people predicted are winning — this is. — The FIFA Panini model is a convergence of trends the podcast has tracked: digital sticker-album collecting (increasingly common in casual games), trading mechanics, and a physical-to-digital bridge via Coca-Cola bottle QR codes. It's effectively a marketing front to sell more Coke, and a fascinating hybrid worth a dedicated episode. — Block Blast's 24-hour Google Play takedown (rumored IP infringement) was far more costly than the short outage suggests. Downloads dropped to a near 14-month low, and the game lost about 17% of its Android daily active users — roughly 6.3M users, from 37.8M down to 31.5M between late May and June 8. — The damage compounds because Block Blast relies on an organic download engine to supplement paid marketing. When you're taken down, the store algorithms penalize you and rankings get worse — so the hit outlasts the outage itself. The biggest geo drops were Turkey (down ~41%, from 4.3M to 2.5M) and Indonesia (down 23%, from 5.87M to 4.54M). — Since Block Blast is ad-revenue driven, that DAU loss translates to roughly $120K/day in lost advertising revenue for Hungry Studios — a steep, ongoing price for a single day of downtime. — Supercell's US game development is winding down. One project (in development ~3.5 years by ex-Riot staff) was killed and the team disbanded; another is in limbo after most staff departed in late 2025 / early 2026. It feeds the recurring question of when Supercell lands its next hit, given a string of titles launched via questionable, soft-launch-skipping methods that haven't panned out. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🎙️ HOST Felix Braberg — Ad Monetization consultant ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 👍 Like the video if you learned something 🔔 Subscribe for next week's news segment #mobilegaming #useracquisition #blockblast #supercell #worldcup #admonetization #f2p

    8 min
  7. 🧠 Playrix just went All-In on AI Creatives: 100+ AI Ads Reviewed

    11 Jun

    🧠 Playrix just went All-In on AI Creatives: 100+ AI Ads Reviewed

    AI creatives just hit a new level and the most surprising convert is Playrix. After years of holding back, they've gone all-in on AI across Township, Gardenscapes, and Homescapes. Matej, Jakub, Felix (and Freddie the robot) review 100+ AI creatives to figure out what's actually working right now. The episode is a guided tour through the current AI creative landscape: AppQuantum's Golden Goblins running AI influencers from a creative team scaling toward 100 people, Playrix's full-AI pivot with the recurring "there are no ads in Township" concept (and Felix's repeated insistence that ads are coming anyway), the "getting slapped" husband concept that has spread across the entire 4X category in a single month, freezing-families intros rendered at near-Pixar quality, the pajama guy who quietly took over Last War / Dark War creatives, and the broader collapse of creative production timelines from a week to a single day. It's the clearest snapshot yet of how fast AI creative production is moving — and how quickly a single winning concept now propagates across an entire genre. The throughline: this isn't about whether AI creatives work anymore. It's about who's iterating fastest. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⏱️ TIMESTAMPS 00:00 Cold open — Freddie the robot judges the AI creatives 02:30 AppQuantum's Golden Goblins and the 100-person creative team 04:00 Century portfolio downscaling AI (and near-Pixar quality) 07:30 Playrix goes full AI across all three games 08:00 "There are no ads in Township" — the recurring concept 16:30 Freezing Families gets the full AI intro treatment 22:20 The "getting slapped" concept takes over all of Forex 33:30 Top Heroes, anime quality, and where this is heading ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━- PVX Partners offers non-dilutive funding for game developers. Go to: https://pvxpartners.com/ They can help you access the most effective form of growth capital once you have the metrics to back it. - Scale fast - Keep your shares - Drawdown only as needed - Have PvX take downside risk alongside you + Work with a team entirely made up of ex-gaming operators and investors --------------------------------------- For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale. Our sponsor FastSpring: Has delivered D2C at scale for over 20 years They power top mobile publishers around the world Launch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg. --------------------------------------- This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r,⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Felix Braberg, Matej Lancaric⁠ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3bckldvr8-8PXvzciMWdheOzED9hq0SA --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant ⁠https://lancaric.me Felix Braberg Ad monetization consultant ⁠https://www.felixbraberg.com Jakub Remiar Game design consultant ⁠https://www.linkedin.com/in/jakubremiar --------------------------------------- Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it! Hit the Subscribe button on YouTube, Spotify, and Apple! Please share feedback and comments - matej@lancaric.me --------------------------------------- If you are interested in getting UA tips every week on Monday, visit ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠lancaric.substack.com⁠⁠⁠⁠⁠⁠ & sign up for the Brutally Honest newsletter by Matej Lancaric

    39 min

Ratings & Reviews

3.3
out of 5
4 Ratings

About

This is a no BS gaming podcast. We share insights, knowledge and fun gossip relating to the topics of User Acquisition, Game Design and Ad monetisation. You will find here actionable insights in a fun and relaxed atmosphere. A safe space where we mimic the honesty of a 4am conference discussion. Enjoy & let us know your feedback!

You Might Also Like