Paper Toss dev makes $500k per month with ads
develop-online.net
develop-online.net
The mobile ad space at the moment reminds me of when AdSense came out a few years ago and all these web site were making huge amounts of money. Eventually Google tightened the rules and advertisers got a better handle on the real value of the ads. Now it is much more difficult to make good money unless you have a very high traffic site.
As an off-hours Android developer myself, I suppose it should be inspiring to hear these stories, but I can't help but be a little envious to hear about Paper Toss and iFart millionaires while my app income trickles in.
Ah well - good for them.
On another note, big biz opportunities often exist in small niches, rather than trying to come up with the next facebook or whatever.
Same happens on the Fart apps.
I have a feeling that if you have a game simple enough that kids like it, and it has ads, you're getting a lot of "kid clicks".
I feel sorry for all those adwords users who don't realize they're opted into Google's mobile ad network.
Ads need captchas. If an ad is clicked, it should popup a message that says, what's 2+2 or something. If I answer that, then I'm through, and THEN the advertiser pays.
..... pipe. dream.
Hey, anyone interested in creating a mobile ad network startup that caters to advertisers so when their ads are clicked, a captcha pops up, and if the captcha is answered, only then the advertiser pays?
As an advertiser, this would be interesting to me.
I can't imagine this would perform well in places where the captcha wasn't already required - there'd be too much dropoff. So while it might be interesting to advertisers, no publishers would run it, unless you charged so much that it made up for that conversion dropoff, which would then cause it to no longer be interesting to advertisers.
Making an ad product that keeps both parties happy can be tricky.
This amounts to an average $1.19 CPM, which sounds very very high for in-game advertisement. Mochiads in flash games are usually in the $0.1-0.2 CPM range.
Can the iPhone market really command such a high premium or is there something specific to Backflip Studio's games that I'm missing?
Since ad networks always show their highest-paying ads first (this optimizes revenue for them, too), showing a user one ad each from five different networks is a hell of a lot more effective than showing five ads from one network. Cuts down on blanks, too.
Anyone with insights into Backflip Studios? Number of people working full time, how much money spent building this range of games?
The amount of money we spend making a game for iOS or Android varies a lot depending on the scope of the project. A game like Paper Toss or Strike Knight is primarily art bound, so if you have a great in-house artist or two (we do) then you can figure out the cost based on 1-2 months of dev time for one engineer, 1 month for art, a few weeks for sound, and a few weeks for random QA/marketing/etc at whatever pay rate is applicable to your area. If you need to replace any of those components with contractors, your cost will definitely increase.
You're on the wrong side of the Atlantic for me though :)
Without anything first hand experience I get the feeling that advertisers are paying to much at the moment for ad space in iphone apps, given that it's a relatively new advertising direction I don't think it's really stabilized yet and going forward it will probably become harder to pull the same kinds of number from that same traffic.
.. more than 47.5 million installs on iOS devices to date, and 5.5 million on Android .. of games including Paper Toss, Ragdoll Blaster, Harbor Havoc 3D, NinJump and Buganoids .. 15 million monthly active users .. generating between 600 million and 800 million ad impressions a month across its free games
I just tested this out months ago on Android and don't remember the details, how are the ads placed? In-game ads or there is an ad in the rankings page?
The funny thing I noticed when I played the free version previously is that the developer actually manages to tell a story during the game and has little bits of humour in it. These things make a difference.
(The storyline includes traveling around the world playing competitively and when you return your waste basket is covered in country flag stickers. Then there's the audio feedback when you throw paper outside the screen.)
Intrigued to see another tech company based in Boulder. I spent some time visiting a client there a few months ago. Seems like there's quite the tech community growing there.
No arguing that they did have a nice exit, and it's somewhat telling that their acquirer, Offerpal Media, has now renamed themselves 'Tapjoy'. That doesn't happen very often.
Didn't know that Offerpal had renamed themselves, cool!