Webelinx GameCredits Interview (in a whole)
1.
Can you provide us with some background on your company: how did you start out, what is your current size, and what are your plans for the future?Webelinx is a growing IT company located in Nis, Serbia with around 50 young and ambitious professionals working diligently on creating and developing new projects. When founded in 2011.,only 4 years ago, Webelinx was a small start-up with less than 10 employees. Today, however, we can say that the company has noted significant growth and success both in terms of its size and presence on the market, and we certainly aspire to surpass it in the following years.
2.
What kind of products do you excel at and what are your current projects?Our possible secret of success may be that we pay much attention to following the current trends on the markets and shaping our projects according to the emerging needs of our users. Free-to-play, endless adventure games with in-app purchases are our main focus.
The existence of a puzzle element is, nevertheless, an imperative in all our games, be it a side-scrolling runner or a vertically-challenging shooting arcade.
3.
What platforms do you develop for, and in which do you see most users and gaming adoption?As a mobile development company, Webelinx creates and publishes mobile games and apps for different platforms – Android, iOS, Windows Phone and Facebook. However, lately, we have been experimenting and have started new projects on, for us, yet un-explored platforms such as a PC or Mac. As a matter of fact, our latest project, an arcade battle game “Panda Commander: Air Combat”, is available for PC as well. Android is the most commonly used of mobile platforms, thus accounting for the greatest number of Android users.
4.
What makes your studio and your games unique and different from the rest?The passion we enforce in crafting our projects.
5.
Which tools you mainly use to make your games? (frameworks, engines, …)Native apps (Android, iOS) are developed in Android Studio or X-Code. On the other hand, games are mostly created in Unity3D Game Engine.
6.
How do you handle your monetization options and what are the shortcomings of your current methods?When it comes to monetization options, I may say that we employ various ways of monetization. Well-known methods of including in-app purchases and ads is definitely one of them, but we are open to different possibilities and we try out new stuff all the time. One of the possible shortcomings of our current methods may definitely be the inability to get precise statistics.
7.
Why did you choose GameCredits as one of your monetization options?As I said, we are open to try out new possibilities, and GameCredits certainly has great chances of success.
8.
Which feature of GameCredits would you point out as the most appealing to other game developers out there?Maybe the option that users will have to earn Game Credits through playing which will significantly increase user retention.
9.
What is your overall impression of working with such a new and unique monetization option like GameCredits?I'm exuberant about it. Generally speaking, new technological improvements are introduced on a daily basis and, as the owner of a mobile development company, I must keep up as much as I can. Bearing in mind the great success of BTCs, I am sure that introducing this new monetization option may only have positive results. Users will love it since it will make their lives easier.
10.
What do you expect from GameCredits, and what new features would you like to see in the future?Since the GameCredits Foundation has already shown much effort and expertise in this field, I expect a gradual development of GMC and its further upgrading. It is still early to talk about new features but I'll greet all which will make game experience even more enjoyable for our players.
11.
Any final thoughts?No more thoughts, let's put words into action!
-Vladimir Mitić, Webelinx CEO