I’ve always wondered, in a full-cycle game development approach, how do teams balance creative freedom with technical and budget limitations, especially when they're responsible for everything from early design and asset creation to QA, marketing, and long-term updates?
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This was super helpful. A/B testing often feels intimidating, but this breaks it down well—how to set up tests, measure results, avoid biased samples. The examples make it tangible. Also appreciated seeing how AB testing fits into future of ux rather than marketing only: it can guide design decisions, not just conversion. And tips like making sure changes are significant enough to matter, tracking meaningful metrics—stuff that's easy to mess up. Great clarity from Clay.