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?
top of page
bottom of page
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.
Managing a full-service studio like Gamepack https://gamepackstudio.com/ means wearing all the hats - design, asset creation, QA, marketing, updates - you name it. To keep up with the schedule, we set strict limits on functionality based on the size of our team (now they have 150+ people, but still limited) and budget. We allocate buffers for quality control and marketing, the bottlenecks that often cause problems, for example, “Let's save 30% of the developers' time for post-launch support.” This buffer is our secret sauce that allows us to keep creativity at a high level without breaking the budget.