Last week, we hosted our very first "Luna Developer Academy" workshop for our key @lunalabs clients in Beijing π§π»βπ»
Our team spent the day with Unity developers, deep-diving into how they can get the most of Luna and ending the workshop with a mini hackathon π₯
#apps#appdev
Just yesterday, we hosted our very first #LunaDeveloperAcademy workshop for our key clients in Beijing π§π»βπ»
Our team spent the day with their Unity Developers, deep-diving into how they can get the most of Luna and even getting them to compete in a byte-sized hackathon.
#gamedev
Coming soon on LevelUp Academy π¨
Adam Stevens from @lunalabs will walk you through:
β That what, why, and how of interactive ads
β Building a winning creative team
β How to analyze and optimize your playable ads' performance
Stay tuned πpxle.me/gZku7EUQ#gamedev
#LunaTechSeries is back to walk you through more interesting technical challenges our engineering team solved!
This article shares a few of the most effective playable size optimisation techniques for assets like meshes, textures, sound animation: bit.ly/3FBdnjp
New #LunaCreativeSpotlight feature on the block π
Here's the top-performing Elements-built playable Panteon created for 100 Mystery Buttons!
Better still, read how they used #LunaElements and drove 25% of their total installs for this title: bit.ly/3iq75Jf#GameDev
How can you work within the new iOS 14 privacy framework to build creatives that drive as much scale and engagement as the pre-iOS 14 structure? π€
@adam_on_product, our VP of Product, answers the above with three go-to-strategies: bit.ly/2Wh1soO@GIBiz#GameDev
Calling all Korean developers π¨
This Wednesday, Yuna will be sharing some of the top creative best practices for the casual game genre in the following webinar hosted by @ironSource and Pangle.
Save your spot: bit.ly/3ognpzZ#GameDev#MobileGames
IronSource's Adam Stevens explains how to design mobile creatives that address challenges introduced by the iOS privacy updates
gamesindustry.biz/articles/2β¦
In just two short months...
#LunaElements has enabled the team @wearepanteon to save production time and reach #1 in the US App Store - changing their minds about playable ads π₯
Read all about their recent success here: bit.ly/3Cc8w5u#GameDev#MobileGaming
In his session at LevelUp 2021, Adam Stevens, VP Product at @lunalabs, shared 5 mistakes to avoid when scaling UA with creatives.
Listen to his talk or read his main points here: pxle.me/DzFvDHTA#creatives#UA
"Even those who don't know code can use Elements. It has enabled us to build creatives faster more efficiently." - Creative Team at Rocket Studio π
See it for yourself in this #LunaCreativeSpotlight feature - an Elements-built playable they created for Roblock Transform Run!
Adjusting to an in-house creative team can be hard work, and mistakes are bound to be made along the way π±
Learn which 5 common mistakes you should avoid when building a solid creative process around a cross-functional team: bit.ly/3DxVAIJ#GameDev#MobileGaming
ICYMI π§
Our Head of Operations, John, recently joined Adam from @AppsFlyer & Piyush from @ProductMadness in their Level Up UA podcast to discuss the importance of creatives in a world full of automation and algorithms: spoti.fi/3ms2pFD#GameDev#MobileGaming
In a new episode of Level Up UA, hosts Adam and Piyush are joined by John Wright, Head Of Operations at @lunalabs (an ironSource Company) as they discuss the importance of creative in a world full of automation and algorithms.
Listen now: ow.ly/j9Xx50FUfAv