Business interview with Mobyzay featuring Neon Flytron

For new viewers, this is our interview series where we take an in-depth look at the business side of game development and discuss some of the different strategies used by creative professionals within the gaming space.

The series is comprised of 6 set questions which should apply to the majority of creative businesses within the mobile gaming space. The questions are formatted in such a way that creative professionals may draw inspiration from the many different solutions companies apply to common problems.  

If you find this interview inspiring, please consider helping the creator by sharing this article or downloading their games linked in the text below.  

Let’s get started.

— Thank you for taking the time to talk with us today. We would first like to start things by asking who you are, what you do, and how you ended up working here in the creative gaming space?  

Hello everyone. My name is Alim Zayretdinov, I use the nickname Mobyzay for development. I always liked to play games and like any player wanted to make a dream game. I started my way with 3D modelling, made assets for my future super-mega cool game. But later I realized that programming is more important to create a game. I decided to make a small mobile game. At first, I used Unreal as a game engine but later decided to switch to Unity, since it is more convenient for mobile development. I started developing my first game back in 2017. But I abandoned the project. And only a month ago I decided to release the game and did it.

— Moving on, let’s talk about some of the games you have created. Could you please fill us in on some background regarding the projects you have worked on and where our viewers can try them out.

In fact, I only worked on one project and this is Neon Flytron. The game in early access on Android. Before developing this game, I made 3D models for my other projects, however, these projects were never realized and were limited to several assets.

— Standing out in an overcrowded market. What are some strategies your company has used to promote your games in this vastly populated market and did those strategies work?

The game has just come out and I can’t make any conclusion. After the release of the game, I just made a post on Twitter and Instagram, as well as a few in Reddit and now 3 days later I have 2000 downloads.

— Some marketers suggest branding is dead. Firstly, do you agree or disagree with this idea? And is there anything your company is doing differently to keep players coming back?

I don’t agree with that. I believe that if you make good games, then the players will remember your company. Later they will be more loyal to your product because they know that it is of high quality. Your company will reputation with players. The main thing is to respect the players and they will respect you.

— Monetization is critical to the success of your existing and future projects. Would you be willing to share some of the different monetization strategies used by your company?

I think that now I have no data to say anything, the game has just come out. The only thing I can tell is that players need to be respected, then they will be more loyal to you. No need to bombard the game with advertising.

— Lastly, we would like to hear your predictions for the future of the creative gaming industry. What changes do you expect to see in the way we play games over the next 3-5 years?

Although now it is not very popular, but I think in the future everyone will play virtual and augmented reality games. Now, this part of the gaming industry is not yet developed, but soon everyone will understand its potential and capabilities.

Thanks for the interview. It was interesting to answer questions.
Goodbye to everyone who read and good luck.