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Interview

Beyond Installs: Building Profitable Mobile Games Through Product Intelligence, Monetization and Global Distribution

Prisha Sharma
Prisha Sharma
Nov 10, 2026

The mobile gaming industry has become increasingly competitive. Launching a game is no longer the biggest challenge; building a product that attracts the right audience, retains users, generates sustainable revenue and scales profitably is where the real work begins.

One of the biggest lessons I have learned throughout my experience in mobile gaming is that building a game and commercially growing a game are two entirely different challenges.

A game may have an interesting concept, polished visuals and a strong development team, but that does not automatically translate into commercial success. Sustainable growth requires a much broader approach — one that connects product development, user acquisition, monetization, analytics, creative strategy and distribution.

Over the years, I have worked across more than 200 mobile games, including simulation, racing, action, shooting, casual, hyper-casual and puzzle titles. Around 40–45 achieved meaningful scale, while approximately 10–15 reached a higher level of profitable growth.

These experiences have shaped my approach to publishing: instead of treating acquisition, monetization and product development as separate functions, I believe they must operate as one connected growth system.

1. The Real Difference Between Getting Downloads and Building a Successful Game

Many developers and publishers still evaluate a game’s success through individual metrics: downloads, CPI, eCPM or total advertising revenue.

These metrics are important, but none of them independently defines success.

A low CPI does not guarantee valuable users. High downloads do not necessarily translate into retention. A high eCPM does not mean the game is generating sustainable profit.

The first step should always be understanding the product and its audience.

I prefer to experience the game from the user’s perspective. Where does the player become bored? How quickly can a new user reach the actual gameplay? Which levels create friction? At what point does the user leave?

These questions become the foundation of optimization.

Different genres also require different approaches. A casual-game audience may prefer immediate, single-tap gameplay, while simulation, racing, action or shooting audiences may be more interested in mechanics, choices and progression.

Applying the same onboarding, monetization or acquisition strategy to every genre is a mistake.

For me, successful publishing begins with understanding the product, its audience and the behaviour of its users — not simply launching campaigns.

2. Product Experience and Monetization Must Work Together

One of the most common mistakes I see is trying to monetize every available screen and user interaction from the beginning.

Excessive interstitial advertising can interrupt gameplay, frustrate users and increase churn. It can also undermine the money spent acquiring those users in the first place.

My approach is to make monetization contextual.

I generally prioritize rewarded advertising where users receive something meaningful in return. Interstitials should appear at natural breaks or appropriate gameplay moments rather than interrupting every interaction. Banners should only be displayed where the interface has sufficient space and they do not interfere with the experience.

In some 3D simulation games, we have also experimented with clickable billboard-style placements along roadsides. These placements can feel more integrated into the game environment than conventional interruptions.

The objective is not simply to reduce advertising. It is to make every impression more relevant.

An interesting part of this strategy is that users can sometimes perceive the experience as having fewer ads, even when the publisher is improving monetization through better placement, engagement and rewarded-ad opportunities.

This is where product design and monetization strategy need to work together.

3. Moving Towards User-Level Monetization Intelligence

One approach I have been developing for multiple clients is revenue- and impression-based advertising control at the individual-user level.

Instead of treating every user identically, we monitor their advertising revenue and impression behaviour across defined measurement windows, including D7 and D30.

When a user reaches a predefined revenue or impression threshold, the game can reduce or completely stop interstitial exposure for that individual.

The user can then primarily interact with rewarded ads, while banners or contextual placements remain available where appropriate.

The threshold is not necessarily identical for every game. It depends on the game’s economics, audience, monetization structure and performance targets.

This creates a more intelligent relationship between user experience and revenue generation.

Rather than continuously showing intrusive ads to someone who has already generated sufficient value, the game can focus on engagement, progression and long-term retention.

Across multiple games where we have applied and refined these approaches, we have observed improvements in retention, engagement, progression and revenue. Overall KPI improvements have averaged approximately 40–60% in the projects discussed, although the exact impact varies by title and metric.

The broader lesson is that monetization should respond to user behaviour instead of following a fixed advertising schedule for everyone.

4. Case Study: Turning an Antistress Game into a Stronger Growth Product

One example that demonstrates this approach is Antistress Relaxing Mini Game.

The game was receiving approximately 7,000–8,000 daily installs, but its initial retention performance was relatively weak. Retention was generally around 25–28%, and the monetization structure needed improvement.

Instead of immediately increasing acquisition budgets, we focused on understanding the user journey and identifying friction points.

Improving the first-time user experience

The first major change was onboarding.

We removed unnecessary information-collection steps, including name and age inputs, so that new users could reach actual gameplay within approximately five seconds.

For returning users, the objective was to bring them back into the experience within a maximum of around eight seconds.

The game contained more than 100 mini-games. We also worked on presenting different games across sessions so users could discover new experiences without having to scroll through a long list.

This helped make the experience more immediate and engaging.

Reworking advertising placements

We reviewed the advertising flow and adjusted placements according to gameplay behaviour.

Interstitials were primarily associated with back-navigation moments rather than forward gameplay progression. Rewarded ads were integrated into mini-game experiences where they made sense.

The objective was to avoid interrupting the user’s natural progression while retaining meaningful monetization opportunities.

Improving acquisition and long-term value

Once the product experience improved, we moved through different acquisition phases, beginning with CPI testing and gradually progressing towards ROAS-focused campaigns and our internally developed optimization practices.

The results were encouraging:

  • Initial retention of approximately 25–28% improved to a sustained 33–35%.
  • During the later optimization phase, retention reached approximately 37% and remained at a stronger level.
  • Initial playtime was around 12–13 minutes, with improvements observed following onboarding and gameplay optimizations.
  • Overall ROAS and LTV performance improved by approximately 30–40% combined.

These results were not the outcome of a single campaign adjustment. They came from several iterations involving onboarding, user behaviour analysis, monetization placement, acquisition optimization and continuous testing.

The most important takeaway was that improving the product experience helped create better conditions for profitable acquisition and long-term monetization.

5. From CPI Testing to ROAS and More Advanced Acquisition Strategies

I do not believe that every game should immediately start with large acquisition budgets.

My preferred approach is to begin with controlled CPI testing. Depending on the title and its initial potential, testing budgets may start around 10–20 per day, with early tests generally capped at approximately $30 per day.

During this phase, I monitor key indicators such as:

  • Retention and returning-user behaviour.
  • Sessions per user and playtime.
  • Onboarding completion and funnel drop-offs.
  • Impressions per user and advertising engagement.
  • ARPU and early revenue indicators.
  • Level progression and points where users leave.

Testing can run for approximately one week to ten days, depending on the game’s performance and the quality of available data.

If the results meet the relevant genre and product benchmarks, the next step is to improve the onboarding and monetization structure before increasing acquisition.

Once the product demonstrates stronger potential, we can move towards ROAS-based campaigns and more advanced optimization approaches.

One important lesson from this process is that campaign budgets should not be static. They should respond to both campaign performance and user behaviour.

The Wednesday Rule: Using Behaviour Patterns to Improve Budget Allocation

An example of this thinking is what I internally call the “Wednesday Rule.”

Through Firebase and other analytics tools, I observed recurring changes in user activity across different days and time zones. In some of the games and campaigns I managed, user activity increased around Wednesday evening.

We began gradually increasing budgets during these periods, provided the campaign KPIs supported the decision.

Similarly, we reduced budgets on Sunday evenings or early Monday mornings when user behaviour and acquisition costs could change as people returned to work or school.

This was not a universal rule that could be applied to every game. It was a strategy developed through observation, testing and repeated adjustments.

We initially faced challenges during the first one to two weeks, but after refining the approach, we used time-based automation where available and adapted the workflow for other platforms.

The key was to avoid sudden budget changes and make decisions based on actual performance rather than assumptions.

Across multiple games and campaigns, we have regularly observed D7 ROAS reaching approximately 190% in some cases, based on advertising revenue. This is a campaign performance observation, not a universal benchmark or a guarantee of profitability.

6. Why Publishers Should Stop Working in Silos

A successful mobile game cannot be built by marketing alone.

The marketing team may identify a retention problem, but solving it may require changes in onboarding, gameplay, level design or advertising integration.

Similarly, developers may build an excellent feature, but without understanding how it affects acquisition, monetization and user behaviour, its commercial impact may remain limited.

I strongly believe that development, design, marketing, analytics and publishing teams must work through continuous feedback loops.

My usual process begins with a KPI audit. We review retention, sessions per user, playtime, impressions per user, ARPU, level progression and drop-off points.

The findings are then discussed with developers and designers. Based on the analysis, we prepare an updated build, test it, evaluate the results and decide whether the game is ready for the next growth phase.

This process is repeated rather than treating launch as the final milestone.

The strongest results often come when teams stop thinking in terms of departmental responsibilities and start thinking about the overall performance of the product.

7. OEM Ecosystems: An Opportunity Beyond Traditional App Stores

Another area I have been actively involved in is international publishing and OEM distribution.

Over the years, I have worked with mobile ecosystems and platforms including Xiaomi, Huawei and RuStore, building direct business relationships and coordinating publishing and monetization opportunities.

OEM partnerships offer a different distribution model from conventional app-store publishing.

An OEM already has access to a large installed device base. Depending on the partnership, its ecosystem can support game discovery through different placements, including recommendations, promotional inventory and advertising within other applications.

Some platforms can also help re-engage dormant users through their existing ecosystem.

In certain partnerships, OEMs manage parts of the acquisition and distribution process, while the publisher remains responsible for its own product and monetization strategy.

Revenue-sharing models can align the interests of the developer, publisher and OEM.

This is particularly interesting for developers who want to explore markets where access, licensing, local relationships or language barriers can make traditional expansion difficult.

However, OEM distribution should not be treated as a shortcut for an unproven game.

My recommendation is to optimize the product and validate its KPIs first. Once the game demonstrates potential, OEM distribution can become an additional route to scale.

The quality of the product and its ability to retain users still determine whether the opportunity can become sustainable.

8. Building Bridges Between International Developers and Platforms

One of the areas I value most in my work is connecting developers and studios with international distribution and monetization ecosystems.

I have worked with almost ten Pakistani companies, alongside developers from other countries who have approached me directly through LinkedIn.

After initial discussions, I have helped take their games through testing, optimization and multiple publishing phases, with the objective of building commercially viable partnerships.

My role has often been to bridge the gap between developers and OEM platforms — helping present their products, coordinate technical integrations, navigate SDK and language-related challenges, and establish long-term business relationships.

The commercial model is based on shared value: the developer benefits from distribution and monetization opportunities, the OEM benefits from quality content and revenue generation, and I contribute through partnership development, coordination and growth strategy.

I have also contributed to introducing Chinese monetization platforms to the Pakistani publishing ecosystem.

Through my business development work with TopOn in Pakistan, and integration-related collaboration with TradPlus, I helped publishers access monetization services and advertising demand from Chinese networks.

The goal was not simply to introduce another SDK. It was to help developers understand and access an ecosystem that could otherwise be difficult to navigate because of technical, communication and business barriers.

I believe strong relationships and the ability to understand both sides of a partnership are essential to building sustainable international opportunities.

9. AI Will Change How Games Are Built and Acquired

AI is already changing how I approach parts of the mobile gaming workflow.

I have started working with studios on AI-assisted game development, beginning with idea generation and concept exploration, followed by a combination of developer expertise and AI support during production.

The objective is not to replace developers. It is to reduce repetitive work, save time and improve efficiency while keeping human development and product decisions central.

I also see significant potential in AI-driven user acquisition.

Instead of relying heavily on manual campaign adjustments, publishers can increasingly integrate their strategies with automation systems that consider KPIs, user behaviour, campaign performance and budget requirements.

The objective is to make more informed decisions about when to increase spending, how much to allocate and when to reduce budgets.

Over the next two to three years, I expect AI to become a more important part of game development, publishing operations and acquisition management.

Traditional publishing models will need to evolve. Simply taking a game, uploading it and running advertising campaigns will not be enough.

Publishers will need more mature integrations between product analytics, monetization, acquisition and automation.

At the same time, OEM ecosystems could become an increasingly important growth channel, particularly in emerging markets, if developers and platforms build stronger commercial and technical connections.

10. My Advice to Developers: Product First, Scale Second

For Pakistani developers and studios looking to expand internationally, my advice is straightforward: do not rush towards distribution before validating your product.

First, optimize the game.

Understand the audience, improve onboarding, study retention, evaluate engagement and identify the reasons users leave.

Then validate the game’s KPIs through controlled testing.

Once the product demonstrates potential, explore international publishing, scalable monetization and additional distribution channels.

OEM partnerships can create valuable opportunities, but they are not a replacement for product quality or strong performance.

A game still has to win through its own KPIs.

The opportunity for Pakistani studios is significant. There is no reason developers should limit themselves to conventional publishing routes when international partnerships, monetization ecosystems and alternative distribution channels can open additional markets.

What matters is building the right product first and then connecting it with the right partners.

The Future is Integrated Growth

The next phase of mobile gaming will not be defined by downloads alone, or by who can generate the cheapest installs.

It will be defined by how effectively publishers connect product quality, user experience, acquisition, monetization, automation and distribution.

The industry needs fewer disconnected activities and more integrated growth strategies.

For me, the goal has always been to build partnerships and systems where developers, platforms and publishers all benefit from sustainable performance.

That is how a game moves beyond simply acquiring users — and starts building a business.

About the expert

Asim Javed

Chief Marketing Officer, Epic Byte Studio

Asim Javed works across mobile game growth, publishing, and monetization. He is Chief Marketing Officer at Epic Byte Studio and leads mobile publishing and monetization at JanBark Technologies. His experience includes user acquisition, ad monetization, and publisher growth, with previous roles at TopOn Pakistan and Mobify.

View LinkedIn profile ↗

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