![]() Next, we iterated off of our original idea by using a stacking mechanic, which was clearly trending in other hit games like Roof Rails and Shortcut Run. ![]() That’s when the early version of Bridge Race - the old mini-golf concept - came back into the picture, as its CPI during testing was low enough to get the attention of the Supersonic team. Once we started working with Supersonic, we began re-testing all of our old games to determine which had marketability potential based on CPI. Now that we had a trustworthy and transparent partner on our side, we could put all of our combined resources and time behind launching a successful game. With Supersonic, I recognized we had the same goal - to build a hit game - so it was an easy choice to pick them as our only publishing partner. I’ve always believed it’s best to work with a single publisher so that we can focus all of our energy and resources into that partnership to achieve success. ![]() Nebih Başaran, CEO and Founder at Garawell With Supersonic, I recognized we had the same goal so it was an easy choice to pick them as our only publishing partner." "I’ve always believed it’s best to work with a single publisher so that we can focus all of our energy and resources into that partnership. Supersonic’s eagerness to work together and encouraging response clearly showed they trusted us to develop a hit game together. We showed them our portfolio of the 50-60 games we had built but never launched, and they immediately saw our potential. Finding a partner who believed in usĪfter failing to launch any game with our previous publisher, we started researching other mobile game publishers - that’s when we came across Supersonic. After months of trying new versions and game tweaks, we stopped working on the game and thought we would never launch it. Then we created another iteration with non-player characters (NPCs) and ragdolls, but we couldn’t get retention above the publisher’s threshold of 40-42% no matter how many times we tested. We designed a mini-golf environment with no characters, and users collected and placed golf balls into holes to create bridges. In its earliest iteration, the game used a collecting and filling mechanic combined with a last man standing concept. The idea for Bridge Race traces back to a different game we kicked off with another publisher. From the start, I decided to focus on building hyper-casual games because I saw the potential to reach millions of users in an exciting, always-changing market if I had a unique idea and fast execution. I missed game development, so in 2019 I followed my passion and founded Garawell Games. While there, I networked with other entrepreneurs and then left Coca-Cola to found a startup company in the travel and board game industries.ĭuring university, I was interested in developing games and I’ve always loved playing computer games. ![]() Nebih Başaran, CEO and Founder at Garawell, discusses his experience partnering with Supersonic after failing to launch his game with another publisher and what it was like to get published, reach the top of the charts, and win the Silver Medal (and big cash prize) in the Supersonic Superstars competition.įrom founding a startup to running a hyper-casual studioĪfter I graduated university with a computer engineering degree, my career began as a business analyst at Coca-Cola in Istanbul. Bridge Race is the first game they’ve launched with a publisher, and it’s skyrocketed to the top of the charts - it achieved over 100 million installs in less than 3 months after launch and became the most downloaded game in the world in Q2. Garawell Games is a 7-person app development studio based in Istanbul.
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