About
One day I took a breath.
In that breath, I realized everything I've done in my…
Articles by 👊 Joseph
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Managing Remote Work: Trust Isn't Enough! (Part 3 of 3)
Managing Remote Work: Trust Isn't Enough! (Part 3 of 3)
By 👊 Joseph Kim
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Managing Remote Work: Outcomes Gone Wild (Part 2 of 3)
Managing Remote Work: Outcomes Gone Wild (Part 2 of 3)
By 👊 Joseph Kim
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Managing Remote Work: The Problem with “Outcomes Not Hours” (Part 1 of 3)
Managing Remote Work: The Problem with “Outcomes Not Hours” (Part 1 of 3)
By 👊 Joseph Kim
Activity
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This is our biggest and best release yet! A fully on-chain web3 MMO powered by Chromia. Very proud of what the team at My Neighbor Alice has built!…
This is our biggest and best release yet! A fully on-chain web3 MMO powered by Chromia. Very proud of what the team at My Neighbor Alice has built!…
Liked by 👊 Joseph Kim
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And that’s a wrap! What an incredible day at the GameChangers - Level Up Mixer! A huge thank you to our amazing panelists and moderator for a…
And that’s a wrap! What an incredible day at the GameChangers - Level Up Mixer! A huge thank you to our amazing panelists and moderator for a…
Liked by 👊 Joseph Kim
Experience
Education
Publications
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Mobile Game Design: Iteration vs. Planning
Gamasutra
Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided.
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Mobile UI and Game Design: Screens vs. Flows
Gamasutra
A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign.
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The Compulsion Loop Explained
Gamasutra
A relatively compact and comprehensive overview of the compulsion loop concept. In addition, I attempt to expand the concept with my own interpretation.
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Monetization Based Game Design: ARPDAU Contribution
Gamasutra
A very useful tool to help game designers understand 1. Game monetization potential and 2. Potential weaknesses or areas of improvement, is an ARPDAU contribution table. This tool will help both with analysis and prediction of potential game success.
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The Emergence of the Software Artist
Gamasutra
Small independent developers have very little chance for success in the current mobile gaming market. Currently, mobile game publishers are not structured to help enable indie "artists" to achieve success. What is needed is more fundamental change!
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Why Your Mobile Game Failed: Complexity Kills!
Gamasutra
One of the most difficult problems in designing any game is complexity in the game design which can be a killer! Learn how to most effectively address complexity by platform and learn lessons from successful mobile games like Clash of Clans.
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12 Critical Mobile Monetization Concepts (Part 1 of 3)
Gamasutra
Learn the critical techniques of mobile application monetization employed by the world's best such as Supercell, King.com, DeNA, and GungHo. I discuss 12 critical monetization concepts that every mobile game designer needs to know!
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The “+1″ Mobile Game Design Strategy
Gamasutra
Too many mobile game design have typically followed a "me too" or horizontal strategy with little differentiation. This post describes a context to think about how to design mobile games for mobile and innovation vs. "fast following."
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China Mobile Game Market: What You Need to Know!
Gamasutra
Interview with three veteran executives from top Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China.
Patents
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System and Method for Implementing an Intelligent and Mobile Menu-interface Agent
Issued US 6546002
A system that allows users to access all of their media, files, documents in the cloud from any device. Also features a per-user based licensing model for the media itself (e.g., pay for the media in the cloud) rather than by device
Projects
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WWE Tap Mania
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While out to dinner with Demiurge folks one night we talked about different brands and the strength of those brands including WWE. After dinner, I checked WWE relative to other brands like Marvel and Star Wars using Google Trends and realized just how strong the brand is. I then found Ed Kiang (of WWE) through a LinkedIn search and cold messaged him to discuss a potential game together.
To determine the game to make, I asked SEGA employees if we had any WWE fans and I found there were 6…While out to dinner with Demiurge folks one night we talked about different brands and the strength of those brands including WWE. After dinner, I checked WWE relative to other brands like Marvel and Star Wars using Google Trends and realized just how strong the brand is. I then found Ed Kiang (of WWE) through a LinkedIn search and cold messaged him to discuss a potential game together.
To determine the game to make, I asked SEGA employees if we had any WWE fans and I found there were 6 at our company. I conducted 1:1 interviews with all of them and brainstormed different game concepts with them. While I initially determined that a "WWE Management" game resonated most strongly with our internal WWE fans, we couldn't find a good studio to execute the game design. I was thinking of gameplay based on the game King's League Odyssey on Kongregate as an emulation target. We then ran a survey to see how WWE fans would like different game concepts including a WWE fighting game, WWE management, and WWE idle. While Management ranked #1, Idle ranked just slightly lower than fighting which seemed to indicate that a WWE idle game may actually be viable.
While visiting Demiurge studios on another occasion I happened to have lunch with Dave Bisceglia the CEO of The Tap Lab at the time and they were working on their Politicats idle game. I found our idle game studio.
After launch, Tap Lab became unavailable so we transitioned the game to Demiurge who were local.
This game project, unfortunately, was not the big success we had hoped for. Most of the fault is mine. I asked the initial team to explore gacha with idle mechanics and this was not done in a good way. I needed to understand the game category a lot more and to understand how to actually make that work or not do it. Further, the math in the game for progression against rewards was fundamentally broken. Somehow we had an exponential progress curve against an exponential difficulty curve rather than polynomial or linear. -
Sonic Forces: Speed Battle
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The origins of this game started when SOA (SEGA of America) requested a mobile game be developed as a companion app to their console game Sonic Forces. After going through a number of different suggestions I recommended a sync, multiplayer runner based on my kids experience playing Fun Run 2 and the download volume for that game. I initially thought a 2-D runner would be better but Hardlight studio had the Sonic Dash engine and once they built a prototype we thought it was super…
The origins of this game started when SOA (SEGA of America) requested a mobile game be developed as a companion app to their console game Sonic Forces. After going through a number of different suggestions I recommended a sync, multiplayer runner based on my kids experience playing Fun Run 2 and the download volume for that game. I initially thought a 2-D runner would be better but Hardlight studio had the Sonic Dash engine and once they built a prototype we thought it was super fun.
Hence, my involvement in the game was coming up with the initial game concept and shepherding the game through initial green light. I also staffed publishing side resources on the project. From there, just high level oversight/recommendations and had no day-to-day involvement with the Hardlight team. Primarily just recommendations and advice. -
King of Avalon: Dragon Warfare
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Led team of 46 (core team) + 19 (central). Turnaround of project in mid-development. Reset all major processes including PM, development, art, and UI/UX. Restructured team and brought in key hires. Shifted global development in 4 offices in 4 continents to centralize in 1 office in Beijing HQ before handing off to Beijing team for project completion. Worked every day including weekends (16+ hour days) and every holiday except for 2 weeks when my wife gave birth. This project was a…
Led team of 46 (core team) + 19 (central). Turnaround of project in mid-development. Reset all major processes including PM, development, art, and UI/UX. Restructured team and brought in key hires. Shifted global development in 4 offices in 4 continents to centralize in 1 office in Beijing HQ before handing off to Beijing team for project completion. Worked every day including weekends (16+ hour days) and every holiday except for 2 weeks when my wife gave birth. This project was a beast.
King of Avalon has been in the Top #10 Grossing since launch as well as reaching Top #1 Grossing in Nov of 2016.Other creatorsSee project
Languages
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English
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Recommendations received
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Join now to viewMore activity by 👊 Joseph
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We kickstart our Mixer with the welcome address by Rohith Bhat, CEO of 99Games. It’s fantastic to hear his insights and enthusiasm as we dive into…
We kickstart our Mixer with the welcome address by Rohith Bhat, CEO of 99Games. It’s fantastic to hear his insights and enthusiasm as we dive into…
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Join me and the esteemed panel as we discuss the various dimensions of collaboration between developers and publishers. Nukebox Studios being a full…
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Bay Area/Norcal Gaming Studio and Publisher Friends - Join me and the CleverTap Gaming Team 9/24/24 in SF for our Product x LiveOps Symposium -…
Bay Area/Norcal Gaming Studio and Publisher Friends - Join me and the CleverTap Gaming Team 9/24/24 in SF for our Product x LiveOps Symposium -…
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