Cointime

Download App
iOS & Android

75 Lessons Learned from Live Game Development

In the course of making games for over 20 million players—based on popular IP like Game of Thrones and Star Trek—I learned a lot of lessons. This is just a few of them, although this includes some of the most painfully learned lessons.

Metavert Meditations is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.

BIG PRINCIPLES

  • Every "rule" in gamedev has a great exception
  • You probably won't be the exception
  • Hard: Shipping; Harder: Shipping fun game; Hardest: shipping fun that scales.
  • Shots on goal (trying ideas, shipping, iterating) matters most

PHASES OF PRODUCT

  • You can only build 1 game vision; converge team & purge fiefdoms
  • 0 to 1 is about shared vision h/t @chrisheatherly
  • Data is everything in the Live Ops stage; velocity of insight -> product improvement is predictor of success h/t @albertsupdates

PEOPLE

  • Be wary of hiring people who harbor deep reservations about making money
  • Be very afraid if the team building the game isn’t playing it
  • Toxic / abusive team members suck
  • Cynical team members suck

HIRING

  • Many people will say nearly anything to land a job at a game studio
  • Hire optimistic people because game development is incredibly hard
  • Work with people who want to make a great game right now more than anything else in their life

TEAM MIX

  • Great teams with experienced craftspeople are foundational
  • Adding fresh blood who need to learn/prove (e.g., interns) has a high ROI and better connects you to current culture
  • Live Ops teams who run great games are usually not right to build a NEW game

FEATURES

  • Smaller is almost always better than larger
  • But “large enough” is even more important
  • Replayability is gold
  • It is better to cut mediocre features

MARKETING

  • For mobile games: what Kotaku says doesn’t matter
  • Meta critic score is one of the worst-designed metrics that exist
  • App store featuring will not save you
  • The sins of design will not be countered by marketing spend

TOOLING & TECH

Tools need to be native to the user (Unity for programmers, spreadsheets for designers, website forms for PMs, etc.)

  • Manual processes suck
  • Don’t build backend yourself
  • Don’t build a 3d engine
  • Technology prowess doesn’t win

PRODUCTION

  • Games look like a mess until at least 90% done
  • People think they are close to 90% when it's actually more like 50%
  • It will take longer than you think

MORE ON VISION

  • Reiteration of the Vision is a constant effort; don't take for granted
  • Create the simple definition of what’s important

ITEMIZATION & ECONOMY

  • Good shop design is critical—needs as much attention as any other part of the game
  • Getting a rare item should be clear and awesome for the player
  • Don't cap the size of your economy / monetization
  • Pay attention to what people buy

UX

  • Show your game to people IN PERSON, and take lots of notes on what happens when they play
  • Pay attention to how performance scales as the size of data (inventories, etc.) grows

INNOVATION

  • Innovation is good for capturing new markets, attention to craft craft is good for capturing established ones
  • UX is often the difference between good and great
  • You can’t really “lean startup” a game because too much of it is based on a complete experience

NARRATIVE

  • Storytelling on mobile must connect with the audience within seconds
  • Narrative != Dialog
  • Narrative is represented through game systems
  • Humans find meaning through story

DATA

  • Instrument everything, you’ll probably want the data at some point
  • Make it easy to access data
  • Dashboards that don’t display actionable intelligence might be cool but aren’t useful

PLAYERS

  • Love your players. (Contempt for players is doom)
  • Players will speed run content faster than you expect
  • Your most valuable cohort will probably be the people who show up in the beginning.
  • Optimize single player experience before multi

DON'T PANIC

  • Don’t panic if things look like a mess for the first 80% of the development timeline
  • Panic if things look like a mess when you’re about to ship :)

CURIOSITY

  • Team members should be really curious about what successful games like yours have done before
  • Pay close attention If people on the team are experts on your target audience, and they don’t like the game

MORE ON PLAYERS

  • Your most vocal players are good to listen to, but be careful because they’re not necessarily representative of your market
  • Even bad games have their fans

CURIOSITY

  • Team should be really curious about what successful games like yours have done before
  • Pay attention if people on the team are experts on your target audience, and they don’t like the game
  • Be wary of know-it-alls.. unless they've shipped top-revenue games🙂

MORE ON PLAYERS

  • Your most vocal players are good to listen to, but be careful because they’re not necessarily representative of your market
  • Even bad games have their fans

VELOCITY

  • Any feature that depends on more than 1 programmer will be exponentially harder and riskier to implement
  • The best features can usually be prototyped in days if not hours
  • Code in the fewest languages possible, ideally just one

LICENSES

  • Aligning incentives is critical
  • Licenses can break through noise when nobody else does it; when everyone does it, worse
  • Avoid over-licensed IP
  • The IP biz dev person’s incentive is usually short-term (annual bonus) your incentives are long term (decade+)

MONEY

  • Debt for UA is like taking treasure from a pit of vipers — more ways to die than win
  • Biz models that work in largest games may not work to scale your much-smaller game
  • Be wary of backers long on money and short on gamedev experience
  • Your forecast will be wrong

SHIPPING

  • It is better to delay than ship before it is ready
  • But it is better to ship before you run out of money than not ship at all
  • If you can’t ship before running out of money, the culprit is probably that your scope was too great—not that the capital was too small

FINAL THOUGHTS

  • If some stuff on this is contradictory, that’s OK. Games contain multitudes.
  • If you haven’t failed in game dev you haven’t been at it long enough
  • When someone declares the future of games, it usually isn’t
  • Fear is the Mind Killer
Comments

All Comments

Recommended for you

  • BTC Falls Below $80,000

    Market data shows that BTC has fallen below $80,000, currently priced at $79,940.09, with a 24-hour decline of 3.44%. The market is experiencing significant volatility, so please ensure proper risk management.

  • Philadelphia Semiconductor Index Set to Lose Over $2 Trillion in Market Value in Seven Trading Days

    The Philadelphia Semiconductor Index is poised to evaporate over $2 trillion in market value within seven trading days.

  • Philadelphia Semiconductor Index Drops 4% to Lowest Level in Nearly a Month

    The Philadelphia Semiconductor Index fell by 4.01% during the day, currently reported at 11,215.37 points. Nvidia dropped by 3.25%, Broadcom fell by 2.87%, Micron decreased by 5.79%, Intel declined by 5.81%, AMD dropped by 6.28%, Qualcomm rose by 0.66%, TSMC fell by 4.37%, and ASML decreased by 3.34%.

  • Philadelphia Semiconductor Index Falls 4% to Lowest Level in Nearly a Month

    The Philadelphia Semiconductor Index dropped 4.01% during the day, currently reported at 11,215.37 points. Nvidia fell by 3.25%, Broadcom by 2.87%, Micron by 5.79%, Intel by 5.81%, AMD by 6.28%, Qualcomm rose by 0.66%, TSMC fell by 4.37%, and ASML dropped by 3.34%.

  • Ripple Prime Launches Perpetual Contract Trading Services for Institutional Clients

    According to Bloomberg, Ripple's main brokerage division, Ripple Prime, is launching perpetual contracts for real-world assets (RWA) aimed at institutional clients, covering over 100 reference markets including stocks, indices, ETFs, and commodities. This product is offered through Trade.xyz on Hyperliquid, continuing Ripple Prime's previous initiative to provide clients with access to cryptocurrency perpetual contract trading.

  • NYC Comptroller Urges Anthropic to Pause IPO Plans

    On October 15, New York City Comptroller Mark Levine stated in an interview that he has written to Anthropic CEO Dario Amodei, urging the company to suspend its planned initial public offering (IPO). In the letter, he called for Anthropic to pause its IPO plans until it can fully and transparently address concerns related to AI safety, governance, and development that the company itself has raised. Levine wrote that the company should focus on mitigating these risks rather than advancing the IPO. Currently, New York City has an investment exposure of less than $10 million in Anthropic through the private market.

  • US September PPI Rises 6.3% Year-on-Year, Exceeding Market Expectations

    The US Producer Price Index (PPI) for September recorded a year-on-year increase of 6.3%, the highest since May 2026, surpassing market expectations of 5.3%. The month-on-month PPI for September was reported at 1.3%, significantly higher than the market forecast of 0.5%. Additionally, US retail sales for September showed a month-on-month increase of 0.8%, also exceeding market expectations.

  • U.S. Initial Jobless Claims at 199,000 Last Week, Expected 200,000

    On October 15, the number of initial jobless claims in the U.S. last week was 199,000, expected to be 200,000, with the previous value revised from 197,000 to 198,000.

  • NYC Comptroller Urges Anthropic to Pause IPO Plans

    On October 15, New York City Comptroller Mark Levine stated in an interview that he has written to Anthropic CEO Dario Amodei, urging the company to pause its planned initial public offering (IPO). The letter calls for Anthropic to suspend its IPO plans until it can comprehensively and transparently address concerns related to AI safety, governance, and development that the company itself has raised. Levine wrote that the company should focus on mitigating these risks rather than moving forward with the IPO. Currently, New York City has an investment exposure of less than $10 million in Anthropic through the private market.

  • BTC Falls Below $81,000

    Market data shows that BTC has fallen below $81,000, currently priced at $80,997.1, with a 24-hour decline of 2.84%. The market is experiencing significant volatility, so please ensure proper risk management.