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Oleksii Goncharov
Kyiv, Kyiv City, Ukraine
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More than 18 years in IT and software development. Worked in…
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Oleksii Goncharov зроблено репост цьогоOleksii Goncharov зроблено репост цьогоRehearsal of russia’s Victory Day parade. This year, there will be no tanks or heavy military equipment. The official excuse is the “current operational situation,” but we all know what that means.
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Oleksii Goncharov зроблено репост цьогоOleksii Goncharov зроблено репост цьогоThere are things you can debate in politics. And there are things you simply don’t touch. For Ukrainians, grain is one of them. I remember growing up and my grandmother would never allow even a piece of bread to be wasted. If it fell on the ground, it wasn’t brushed off casually. It was picked up with care, almost reverence. As a child, I didn’t fully understand why. For her generation, bread was never just food. It was survival. That memory comes from a wound that still hasn’t healed — the Holodomor. Millions of Ukrainians were deliberately starved by Soviet russia. Entire villages wiped out. Families broken. Grain was taken while people were dying. Nearly a century later, that trauma still lives on in small, everyday behaviors. In how older generations treat bread. In how Ukrainians talk about harvest, land, and wheat. Even Ukrainian flag reflects this. Blue for the sky above, yellow for the fields of grain below. It’s not symbolism invented in hindsight. It’s identity. That’s why, when a few years ago protesters in Poland dumped Ukrainian grain onto the ground, the reaction in Ukraine was not just political outrage. People felt it on a deeper level. There was anger, yes — and even pain. And that’s why what is happening now cuts so deeply. When grain stolen from occupied Ukrainian territories enters international markets, this is not a technical issue. It is not just “trade.” It is the continuation of something Ukrainians have already lived through — the taking of what sustains life, while pretending it is normal commerce. Reports that Israel has received such grain are disturbing on their own. But what makes this worse is the response. Instead of acknowledgment or accountability, there are attempts to dismiss, deflect, even lecture Ukraine’s officials. That is hard to comprehend. Because this is not an abstract disagreement. This is about something that carries historical trauma, moral weight, and human memory.
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Oleksii Goncharov зроблено репост цьогоOleksii Goncharov зроблено репост цього🃏 "Looks like he (Zelenskyy) had a couple cards to play, 'cause #Ukraine is actually winning against Russia” - Rep Adam Smith “And I'll close just by saying one of the other ironies of this, of course, is we have a great example in the world right now of what our #strategy should be and where our values should be, and that's Ukraine. And I'm really curious. You know, here we are, we roll out the red carpet for Vladimir Putin. We belittle and insult President Zelenskyy in the White House. He has no cards, right? Well, here we are a year after that. Looks like he had a couple cards to play, 'cause Ukraine is actually winning against Russia. Ukraine, a sovereign #democracy standing up against a brutal, oppressive, coercive dictatorship, and we can't even bring ourselves on a consistent basis to say, "We are with Ukraine, and we are against what Putin is doing," and stand up and support them. So I wanna see that strategy to meet the complex threat environment that we have” ☝️ The House Armed Services Committee is receiving testimony from Secretary of Defense Pete Hegseth and Chairman of the Joint Chiefs of Staff General Dan Caine on the Department of Defense FY27 budget request. Great to see many in the #USA still support Ukraine. Just not its current regime.
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Oleksii Goncharov зроблено репост цьогоOleksii Goncharov зроблено репост цьогоIn 2 years, Google went from 0% AI-written code to 75%. This is the fastest transformation of a profession in modern history. and it's still accelerating.
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Oleksii Goncharov опубліковано цеEvery major AI platform just made the same announcement. Most people missed what it actually means. OpenAI launched persistent Workspace Agents this week. This follows Anthropic’s Managed Agents. Not “ask and wait” AI. Agents that live in your workspace, carry memory, run on schedules, and act without being prompted. Salesforce opening their entire platform as agent-accessible APIs. A steady drumbeat of the same underlying shift: AI that doesn’t wait for permission. Here’s what I keep thinking about though. This isn’t a feature war — and these companies aren’t really competing with each other. OpenAI is building the agent layer for consumers and teams. Anthropic is building it for developers and enterprises. Salesforce is building it for business operations. They’re constructing different rooms in the same house. The real competition isn’t between them. It’s between organizations that adopt this infrastructure and those that don’t. And the adoption won’t be top-down. When agents are this easy to spin up and this persistent, teams build their own. Sales will have one. Marketing will have one. Finance will have one. Product will find out later. The companies that win the next 12 months won’t be the ones with the best AI features. They’ll be the ones who figured out governance before the agents went live. Who owns the agent? What data can it touch? When is it allowed to act without asking? What happens when it gets something wrong? If you’re a PM without answers to those questions, this week just made it urgent. #ProductManagement #AI #AgenticAI #claude #AIworkflows
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Oleksii Goncharov зроблено репост цьогоOleksii Goncharov зроблено репост цьогоБаг старший за розробницю: 21-річна полька закрила діру в Linux, якій 25+ років 21-річна програмістка з Польщі Каміла Шевчик виправила баг в інтерфейсі Enlightenment E16, який спокійно жив у коді з 1997 року - тобто ще до її народження. Найцікавіше - як саме його знайшли. Ніяких цілеспрямованих сесій тестування чи аудиту безпеки. Каміла готувала звичайну презентацію, і під час роботи з E16 натрапила на дивну поведінку системи. Замість того, щоб списати все на "ну, таке буває", вона полізла в код, докрутила причину до кінця й випустила фікс, який повністю усуває проблему. Кейс показовий одразу з кількох причин. По-перше, він вкотре нагадує: "перевірений роками код" - це міф. Якщо щось ніхто не чіпав 25 років, це не означає, що воно працює - це означає, що ніхто 25 років уважно не дивився. По-друге, баг знайшли не автотести, не статичний аналізатор і не пентест - а уважна людина, яка не змогла пройти повз дивну поведінку.
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Oleksii Goncharov зроблено репост цьогоOleksii Goncharov зроблено репост цьогоOpenClaw creator just dropped the best TED talk this year. “AI Agents change who can build things” - Peter Steinberger In 18 minutes, he shows what that actually means. Not theory. Not demos. Real moments where the agent does things… he never built. Fixes its own missing features. Finds tools. Connects APIs. Ships outcomes. And once you see it, it’s hard to go back. → Thanks to AI, non-coders are now launching businesses. → Burned-out founders are shipping 40+ projects in months. → People are turning prompts into products. If you’re in tech, finance, or building anything, this is the most important 18 minutes you can spend this weekend. Because the real shift is no longer about AI getting better. It’s builders no longer needing permission to build. P.S. also check out how I built an AI operating system to run a startup with Claude 🤖: https://lnkd.in/dv7-ZRVc
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Oleksii Goncharov опубліковано цеAnthropic just dropped something that quietly rewrites the role of a Product Manager. Claude Design turns a prompt into a fully interactive product. PMs who build will dominate the next decade. The pushback was always predictable: “I can prototype… but I can’t design. It looks like a dev demo.” That excuse just expired. Here’s the real breakthrough: Claude doesn’t just generate UI. It understands your product context. * Reads your codebase * Ingests your design files * Reconstructs your design system * Applies your real components, typography, and colors What this unlocks for PMs The workflow just collapsed: * Insight → Prototype * No Figma * No design tickets * No waiting You can now: * Test ideas with real users immediately * Validate before writing production code * Iterate at the speed of thought The shift is bigger than tooling The gap between: “PM with an idea” and “PM who ships a testable product” This is what “vibe coding” actually means for product: Not replacing engineers. Not replacing designers. But removing the latency between thinking and building. Powered by Claude Opus 4.7. Available now. If you’re a PM and you’re still only writing docs… you’re already behind. #AI #ProductManagement #VibeCoding #BuildInPublic #anthropic #claude #uidesign
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Oleksii Goncharov сподобалося цеOleksii Goncharov сподобалося цеMarc Andreessen on product-market fit. “You don’t have a business until you have a product that a lot of people want.” “You can tell because the market’s pulling the product.” “Until you have that, time spent building the business around the product is pointless.” “Best case it’s gonna be a zombie.” “When you have product-market fit, then you build a company around it.” Marc Andreessen with Business Insider in 2009
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Oleksii Goncharov сподобалося цеOleksii Goncharov сподобалося цеМи будуємо Howly - і ставимося до пошуку людей серйозно. Настільки серйозно, що цієї весни запускаємо «Весінню Howly-десятку» - реферальний бонус за крутого майбутнього хаулера - $10,000. Підвищений бонус діє на рекомендації до кінця весни - тому поспішіть Шукаємо на 4 ролі в київський офіс, де найкращі кандидати зазвичай не сидять на джоббордах - вони є у вашому нетворку: → Business Associate → Payments Lead → Senior Creative Marketing Manager → Head of Finance Як це працює? Ви рекомендуєте крутого кандидата → він/вона проходить випробувальний → ви отримуєте $5k за рекомендацію одразу, як тільки людина доєднується до команди, а наступні $5k - через 3 місяці, коли людина проходить випробувальний. Можна зібрати бонусів на непоганий автомобіль ;) Шукаємо людей, які думають, роблять і точно не бояться викликів. Якщо хтось із вашого оточення підходить - пишіть у особисті або тегайте в коментарях. P.S. Хто познайомить з найкращим успішним кандидатом - від мене персональний бонус у вигляді класної пляшки вина 🍾 Посилання на вакансії в коментарях
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Oleksii Goncharov сподобалося цеOleksii Goncharov сподобалося цеHowly Quarterly — щоквартальні зустрічі закритої спільноти підприємців і управлінців. Формат свідомо камерний: обмежена кількість учасників зі схожим бекграундом, без онлайн-трансляції, без запису. Ми відбираємо учасників — участь підтверджується після реєстрації. Спікери цього разу: - Слава Мацьков, CEO Howly — поділиться останніми новинами компанії - Богдан Кіт — VP of Product at WordPress.com (100M+ користувачів), ex-Amazon Ring, ex-Automattic, співзасновник KOLO ($30M+ для ЗСУ) Формат: офлайн, закритий, без запису Дата: 16 квітня, 19:00 Місце: офіс SKELAR, Київ Реєстрація - в коментарях. Місця обмежені 🤝
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Oleksii Goncharov сподобалося цеOleksii Goncharov сподобалося це🚁 #Ukraine flying in #drones to blow up russian helicopters. What airdefense doing? The intensified #strategy focused on heavily degrading Russian air defense systems has begun bearing fruit. 💥 The Ukrainians destroyed two Russian #aircraft, an Mi-28 attack helicopter and an Mi-17 transport helicopter, over 150km from the front in Voronezh oblast. Munitions used are either Bulava or RAM-2X. Both of which carry HEAT warheads. 💣 HEAT munitions stands for High-Explosive Anti-Tank ammunition. It is a type of weapon designed to penetrate armor deeply — especially tanks and fortified vehicles — using a shaped charge rather than sheer kinetic force. Which is to say both of these helicopters got a whole blasted straight through them, and are screwed up bad. It's not just the size of the explosion that matters... It's also where you put it 😉
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Oleksii Goncharov сподобалося цеOleksii Goncharov сподобалося цеThe 2026 VC Tech Stack VC firms in 2026 are running on a very different stack than they were just a few years ago. Here are 16 categories and 48 tools shaping the modern VC workflow: ↳ Deal Sourcing Evertrace Synaptic Harmonic ↳ CRM / Deal Flow Affinity.co Attio Airtable ↳ Investment Data PitchBook Dealroom.co Crunchbase ↳ Portfolio Mgmt VESTBERRY Visible.vc Standard Metrics ↳ Cap Table Carta Pulley AngelList ↳ Deep Dives Claude Perplexity ChatGPT ↳ Scheduling Fyxer Calendly Cal.com ↳ Inbound Deckmatch Tally Typeform ↳ Fund Admin Carta AngelList Aumni ↳ Legal / Docs PandaDoc Docusign Scrive ↳ Fund Infra bunch Carta AngelList ↳ Outreach HeyReach PhantomBuster Dripify ↳ Automation Zapier Claude n8n ↳ Co-Invest / SPVs AngelList Odin Sidecar ↳ Communication WhatsApp Slack Superhuman ↳ AI / Research Evertrace AlphaLens Harmonic What’s missing from the modern VC stack?
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Oleksii Goncharov сподобалося цеOleksii Goncharov сподобалося цеВчора я виступала публічно англійською вперше. Я - PM з 10+ роками досвіду. Загалом 15 + в менеджменті, веду групи, менторю, запускаю проекти державного рівня. Відчувала себе джуном на першому міті. Слова, які я знаю, - губилися. Темп - не той. Пауза там, де її не мало бути. Думки губляться… При цьому в діалозі я досить вільно спілкуюся з нейтівами, а тут - монолог 60 хв. І знаєте що, щоб рухатись у новий простір - треба помножити себе на 0. Досвід є, але в новому контексті він ще не працює. І це не провал — це точка старту. (переконувала вона себе 😶🌫️) PM-и рідко дозволяють собі це відчуття. Ми харизматичні, часто нарцистичні, звикли бути тими, хто знає. Хто веде. Бути джуном - боляче і трохи принизливо в моменті. Навіть якщо ніхто крім тебе цього не бачить. Але саме в цій точці і починається реальне зростання. Коли ти перед мікрофоном і думаєш: «окей, поїхали, і як би там не було я доведу цей міт (проект) до фіналу".
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Seasonal product manager
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CD Projekt sells GOG to original co-founder. The Steam-alternative PC game store is staying DRM-free. Michał Kiciński, co-founder of both CD PROJEKT and GOG, has acquired full ownership of GOG. GOG is now a fully independent company again, but it remains commercially aligned with CD PROJEKT. CD PROJEKT RED titles will continue to launch on GOG, including future releases. More importantly, the core principles are unchanged: • DRM-free remains central to the platform • Offline installers remain available • Your existing library remains intact • GOG Galaxy remains optional • Patron and preservation funds stay within GOG A lot of companies sell games. Very few invest real effort into making sure games from decades ago still work on modern hardware, offline, without locks, launchers, or expiring licenses. That work is unglamorous, expensive, and largely invisible...until it is gone. This transaction puts control back in the hands of someone who helped create it for a reason other than short-term optimization. If nothing else, this is a reminder that alternatives only survive if people actually use them. Saying a platform is important is easy. Supporting it is harder.
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Trust Elements for Business in Russia In today’s competitive landscape, establishing trust is essential for businesses in Russia. Trust can be seen as the foundation of successful relationships with clients, partners, and employees. But what are the key elements that enhance trust in this unique market? 1. Transparency: Open communication about business practices, pricing, and product details fosters trust and credibility. 2. Reputation: A strong reputation, built through positive reviews and testimonials, encourages new customers to engage with your brand. 3. Certification: Industry certifications and quality assurances signal reliability and adherence to standards, which is crucial in a market demanding quality assurance. 4. Customer Service: Responsive and effective customer support demonstrates that the business prioritizes its clients' needs, thereby enhancing trust. 5. Community Engagement: Actively participating in local communities and social initiatives builds a positive image and deepens customer trust. For businesses looking to thrive in Russia, focusing on these trust elements is vital. If you want to learn more about establishing trust in your business, visit https://clickai.pro. #BusinessTrust #CustomerEngagement #ReputationManagement #Transparency #BusinessInRussia
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Matej 🦩 Lancaric
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Studios now allocate 🤑 𝟯𝟬–𝟰𝟬% 𝗼𝗳 𝗨𝗔 𝗯𝘂𝗱𝗴𝗲𝘁𝘀 to rewarded channels. Rewarded UA can break even 𝟮–𝟯𝘅 𝗳𝗮𝘀𝘁𝗲𝗿 𝘁𝗵𝗮𝗻 𝘁𝗿𝗮𝗱𝗶𝘁𝗶𝗼𝗻𝗮𝗹 𝗨𝗔. So, whats behind it? 👇 Rewarded user acquisition is a major part of the mobile gaming growth strategy. Studios that once treated offer walls as an experimental channel are now allocating a significant share of their UA budgets to them. 𝗧𝗵𝗲 𝗿𝗲𝗮𝘀𝗼𝗻 𝗶𝘀 𝘀𝗶𝗺𝗽𝗹𝗲: rewarded UA often delivers faster ROI windows than traditional channels and provides an alternative to heavy dependence on platforms like Meta or Applovin. As we talk to Massimo, the biggest shift in rewarded acquisition comes from the transition from 𝗶𝗻𝘀𝘁𝗮𝗹𝗹 𝗿𝗲𝘄𝗮𝗿𝗱𝘀 𝘁𝗼 𝗽𝗹𝗮𝘆𝘁𝗶𝗺𝗲 𝗿𝗲𝘄𝗮𝗿𝗱𝘀. This creates stronger engagement loops and 𝗯𝘂𝗶𝗹𝗱𝘀 𝗱𝗮𝗶𝗹𝘆 𝗵𝗮𝗯𝗶𝘁𝘀 𝗼𝘃𝗲𝗿 𝟲𝟬 𝘁𝗼 𝟵𝟬 𝗱𝗮𝘆𝘀. When the reward period ends, many users keep playing because the game has already become part of their routine. 𝗟𝗼𝗻𝗴-𝘁𝗲𝗿𝗺 𝗽𝗹𝗮𝘆𝗲𝗿 𝗽𝗿𝗼𝗴𝗿𝗲𝘀𝘀𝗶𝗼𝗻 𝗸𝗲𝗲𝗽𝘀 𝘆𝗼𝘂𝗿 𝗽𝗹𝗮𝘆𝗲𝗿𝘀 𝗹𝗼𝗰𝗸𝗲𝗱 𝗶𝗻. Offerwalls are also evolving beyond gaming monetization tools. Companies are starting to use them as engagement platforms inside loyalty programs, where users can earn airline miles, gift cards, or other rewards by playing games. If this trend continues, rewarded engagement could become one of the most powerful alternative distribution channels for mobile games. Well, check it out: https://lnkd.in/eTjfSJcY
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Michail Katkoff
Deconstructor of Fun • 24 тис. послідовників
Let's talk about Meta. For real now. Guy Meiboom, Meta's Gaming Director, reveals what ATT actually did to mobile gaming performance, and why Meta had to rebuild its entire gaming organization from scratch. We go deep on the real mechanics of mobile UA in 2026: 1. How ATT reshaped gaming UA on Meta 2. Why creative velocity is now the #1 lever for algorithmic reach 3. Geo lift testing: what it is, why it matters, and how to execute it 4. UA funding models + how capital allocation decisions make or break growth 5. What Meta restructured gaming org means for your campaigns The full shebang on the Deconstructor of Fun podcast!
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Dominik Latos
Game Industry Conference • 3 тис. послідовників
The 𝗚𝗮𝗺𝗲 𝗜𝗻𝗱𝘂𝘀𝘁𝗿𝘆 𝗼𝗳 𝗣𝗼𝗹𝗮𝗻𝗱, 𝗥𝗲𝗽𝗼𝗿𝘁 𝟮𝟬𝟮𝟱 has just been released, and I truly believe this publication is worth your attention ➔ for everyone interested in the Polish game industry, and not only! Although the report is based on data gathered here in Poland, many of the issues it covers are international in scope and reflect challenges faced across Europe and globally. I'm glad that, together with the entire Game Industry Conference team, I was able to contribute my small part (#DataMiningTeam) to this comprehensive study that truly shows what's "going on behind the scenes" in the Polish gamedev sector…
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Claire Rozain
Video Game Incubator 2026… • 13 тис. послідовників
Unity just removed one of the biggest friction points in mobile UA. - You no longer need to run a CPI campaign first to unlock ROAS campaigns on Unity Ads. Instant ROAS campaign launch is live no historical data required to get started. This is a bigger deal than it sounds.Until now, the standard path was: 1/ Run CPI to build data 2/ Wait for the learning phase 3/ Then get access to ROAS optimization That gate was a real barrier for new apps, small studios, and anyone trying to move fast. It also meant burning budget on CPI just to unlock the feature you actually wanted. Now? You go straight to ROAS from day one. Unity also added MMP integration alerts automatic flags when there are setup issues or missing data across your apps. Less manual debugging, faster time to performance. My take: Lowering the entry barrier to ROAS is smart for Unity's ecosystem. More advertisers optimizing on value = better signal quality for Vector = better results for everyone. It's a flywheel move. The caveat: launching ROAS without historical data still means your targets need to be realistic. Set them too aggressive on Day 1 and you'll stall in Learning indefinitely. Start conservative. Let the model breathe. Then push. Who's been waiting on this to finally move away from CPI on Unity? #MobileUA #UnityAds #ROAS #UserAcquisition #MobileMarketing #AppGrowth Follow my channel in comments
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Koray Fuat
adWMG • 2 тис. послідовник
Our CEO Maksym Kovalenko gives his thoughts and opinions on game development from idea to launch, free-to-play or premium and of course, discusses the best monetisation models! Whilst the interview is in Ukrainian, auto translate subtitles are available on Youtube for non Ukrainian speakers (Like me 😊) - Enjoy folks!
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Yaroslav Shalashov
Polden Publishing • 12 тис. послідовників
Yaroslav is exploring game design. I'm currently digging into and working through a very interesting topic at our publishing house right now🔍 The root causes here are quite simple and understandable. When you have 20+ games, that means 20+ teams. And since it's indie, competencies are developed unevenly. Quite the opposite, actually. And I think the whole essence of indie is precisely in the uniqueness of each team: someone has an amazing vision, someone creates super-classy narrative, someone excels in very distinctive art, someone–in a specific genre or core gameplay But at the same time, many fall into the same trap. I see this both with us and with those who come for consultations. They try to do everything at once, and in the end, nothing turns out coherently outstanding. And what should at least be at an acceptable level is either absent altogether or done incredibly poorly We discussed this with the team yesterday–luckily, we now have four more producers with considerable experience in various areas. And I'm trying to combine all this now in a way that will really benefit the publishing house's games And it boiled down to a simple understanding: we definitely want to track the depth of elaboration of everything related to game design. Because once you've started sawing and developing, it becomes very-very difficult to rework something or start over–and most often it's practically impossible. Especially if the development cycle is short: 4–6 months. Here, as you lay it down, that's how you'll likely sail. And it's a big trouble if you laid it down wrong. I already have solid experience with games with a median of up to 15 minutes, where there were really serious problems How to avoid all this–and why is it important, including for promotion? We've said it many times: a good game promotes itself. But what exactly "promotes itself"? That part which you made a five, an excellent. Your first priority should be what you do excellently, and what really hooks. I predict that most often it's somewhere in the core gameplay area Next – it's good to do what's important for the genre. Every genre has rules and laws. You need to make them not necessarily genius-level, but at least good, and ideally–even surpass them. Because your players play the genre, they know, they understand what's must-have for them. And an important point: many players have decades of experience. Even a 20-year-old young consumer can have 15 years of gaming under their belt–and you won't fool them And already lower in priority–on a conditional three– you need to do everything less important, but what should be present. Because if you have bad core gameplay, making meta on a five is pointless. Core is core for a reason: it's the nucleus, what the player mainly does I really liked this format, and now we'll evaluate the games coming to the publishing house from stage to stage. We'll help with all our might, grow expertise, advise, and support This is our mission🚀
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Christophe Z.
Live Flow Architect • 2 тис. послідовників
⌛ 𝗟𝗶𝘃𝗲 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗺𝗲𝗻𝘁: 𝗧𝗵𝗲 𝗔𝗿𝘁 𝗼𝗳 𝗣𝗮𝗿𝗮𝗹𝗹𝗲𝗹 𝗣𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 In traditional game development, production is linear: you build, polish, and ship a complete experience. Once it’s out, your main work is done. But in live ops, the real challenge begins after launch. 🚩 𝗟𝗶𝘃𝗲 𝗽𝗿𝗼𝗱𝘂𝗰𝗶𝗻𝗴 𝗳𝗹𝗶𝗽𝘀 𝘁𝗵𝗲 𝘁𝗿𝗮𝗱𝗶𝘁𝗶𝗼𝗻𝗮𝗹 𝗽𝗿𝗼𝗱𝘂𝗰𝗶𝗻𝗴 𝘀𝗰𝗿𝗶𝗽𝘁 In live ops, teams must deliver regular updates, events, and fixes... often on tight, recurring schedules requiring to balance speed, scale, and quality. Sometimes sacrificing perfection for timely delivery which also means potentially introducing new bugs to the game. ✅ 𝗧𝗵𝗲 𝘀𝗼𝗹𝘂𝘁𝗶𝗼𝗻? 𝗣𝗮𝗿𝗮𝗹𝗹𝗲𝗹 𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻. Live development is a marathon of parallel sprints. While one team is releasing and supporting current content, others are already deep into building the next-future seasons, features, or major events. This requires agile, cross-functional teams that can iterate quickly, respond to player feedback, and pivot as needed. 𝑇ℎ𝑖𝑛𝑘: 𝑇𝑜𝑜𝑙𝑐ℎ𝑎𝑖𝑛𝑠, 𝑤𝑜𝑟𝑘𝑓𝑙𝑜𝑤𝑠, 𝑠𝑞𝑢𝑎𝑑 𝑡𝑒𝑎𝑚 𝑠𝑡𝑟𝑢𝑐𝑡𝑢𝑟𝑒𝑠, 𝑚𝑢𝑙𝑡𝑖-𝑡ℎ𝑟𝑒𝑎𝑑𝑒𝑑 𝑝𝑖𝑝𝑒𝑙𝑖𝑛𝑒𝑠, 𝑠ℎ𝑎𝑟𝑒𝑑 𝑖𝑛𝑓𝑟𝑎𝑠𝑡𝑟𝑢𝑐𝑡𝑢𝑟𝑒 𝑡𝑒𝑎𝑚𝑠, 𝑜𝑣𝑒𝑟𝑙𝑎𝑝𝑝𝑖𝑛𝑔 𝑟𝑜𝑎𝑑𝑚𝑎𝑝𝑠... How has your team adapted to the demands of live production? What’s your biggest challenge in running parallel pipelines? #LiveOps #GameDev #Production #Agile #Teamwork #ContinuousDelivery #LiveDevelopment #LiveFlowArchitect
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Janette D.
Plan A Games • 4 тис. послідовники
In most of my calls with mobile game studios about UA funding, the same question keeps coming up 👇 “𝗪𝗵𝗮𝘁 𝗶𝘀 𝘁𝗵𝗲 𝗿𝗲𝗮𝗹 𝗰𝗼𝘀𝘁 𝗼𝗳 𝗰𝗮𝗽𝗶𝘁𝗮𝗹?” Many teams aren’t entirely sure how to calculate the true cost of capital and the IRR (internal rate of return) of their UA funding options. They look at the monthly or annual interest rate and assume that’s what they’re really paying. But the headline interest rate isn’t the full story 🤷🏽♀️ IRR takes into account when you draw the money, how quickly you repay it, and the full cash-flow pattern of the deal. 🎙️Because I see this confusion so often, I’m happy to jump on calls with anyone who wants to understand better: • How to calculate the real cost of capital for your UA • How IRR works in practice for UA funding • How our UA funding product is structured and why we try to keep everything as transparent as possible Martin Macmillan is doing a great job building a financial community at Mobile Finance Collective and sharing knowledge with the industry on this topic and many others 👏🏻 If you’re a mobile publisher or studio and want to walk through your numbers together (just trying to help), I’d be more than happy to chat! Plan A Games Gary Rosenfeld Huy Nguyen Glen MacKay Rob Hodgkinson Karen Chu
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Jari-Pekka Kaleva
European Games Developer… • 6 тис. послідовників
Over the last five years, the power balance of the European game industry has moved from West to East. Poland is now one of the largest, if not the most significant, game industry talent hubs in Europe. It also means that the importance of Polish game industry events has increased drastically. A bit over a week ago, I had an opportunity to join Game Industry Conference, one of the leading game industry events uniting the Central and Eastern European game industry, in Poznan. GiC is no longer a significant regional event but is very much one of the key knowledge-sharing forums shaping the future of the entire European games industry. This change was also reflected in the event participants. Beyond leading Polish studios, I was happy to see that the event attracted more major industry players across the continent. The event has also drawn the attention of the Polish government, and key roundtables on the future of policies supporting Polish industry were held during the event. At the same time, GiC was the event for game developers from the Eastern European border regions. Countries that are stockpiling weapons, tightening their belts, and fortifying their borders. As a Finn, there is nothing new in preparedness, and it is excellent to note that the rest of Europe is catching up. However, when times look grim, we must focus on what makes us strong. Not just as strong in terms of military power, but in terms of growth and jobs in difficult times. The game industry is among the more resilient industry sectors in our society. When the rest of society is struggling, game developers operate in global markets that make them less vulnerable to local economic downturns. And although local game industry ecosystems are also facing challenges in many countries, I heard many stories of remarkable innovation and agility during GiC. Should your old company go down? Start working remotely for a company in the USA. Are the main game markets getting too saturated? Find your niche market. Is it hard to find an investment at the moment? Stretch your runway way using AI tools. However, the best part of the GIC was the discussions I had with young, passionate, artistic indie game devs. Nobody is more resilient than people doing something they love that gives their lives deep meaning. They are the ones who create that optimistic undercurrent in a game dev community that leads to success against all odds. That spirit that inspires the most talented minds to push past artistic, technological, and business barriers and create something completely new and inspiring. Those who do things just for the money might leave, but those who create art for art's sake keep the dreams alive through hard times. If it is up to the young indie game devs I met in GiC, our future is in good hands. The most important part of preparedness is to invest in a better future. It means it is time to invest in games. It means it is time to keep calm and continue making great games.
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