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Ian Masters

Video game entrepreneur, developer & educator. ♣♥♠♦ Making FLICK SOLITAIRE.

Professional Background

Ian Masters is a seasoned game developer, entrepreneur, and educator with over 20 years of extensive experience in the gaming industry. His impressive career has seen him contribute significantly to various sectors of game development, covering console, PC, and mobile platforms. Ian is particularly known for his creative prowess, having crafted engaging games such as Flick Solitaire, QuizTix, Finger Hoola, and the BAFTA nominated Super Yum Yum. He has a proven track record of working with major game intellectual properties (IPs) and brands like Sonic the Hedgehog, LocoRoco, and The X Factor, showcasing his ability to handle high-profile projects with professionalism and creative ingenuity.

As an entrepreneur, Ian has successfully founded four game companies, where he has combined his commercial acumen with his passion for innovative game creation. His experience extends to raising capital for his ventures, underlining his capability in navigating the business aspect of the gaming industry. Ian thrives on building and managing talented teams, fostering an environment of creativity and collaboration that is essential for game development. In 2019, he reached a new milestone by applying for his first games-related patent, further signifying his commitment to innovation within the field.

Education and Achievements

Ian's educational background provides a solid foundation for his illustrious career. He holds a Bachelor of Science (BSc) degree in Computer Science from the University of Leeds, where he honed his technical skills and understanding of game development. In addition to this, he furthered his knowledge through a Graduate Certificate in Enterprise Management at the University of the Arts London, allowing him to bridge the gap between technology and business.

His dedication to education does not stop with his own learning; Ian is also passionate about teaching the next generation of game developers. He has held positions as a lecturer in Creative Technologies at the University of Bedfordshire, where he shared his industry insights with students at both undergraduate and master's levels. Notably, Ian has engaged with young, aspiring game developers aged 8 and above, helping guide them through the intricate world of game design. His students have achieved remarkable success, making the finals of the BAFTA Young Game Designer competition an impressive 9 times, a testament to both Ian's teaching skills and the talent he nurtures.

Notable Organizations and Contributions

Throughout his career, Ian has been a crucial part of various organizations in different capacities. As the Founder and CEO of Flick Games, he has directed numerous projects that exemplify his commitment to high-quality game development. His previous roles include being a co-founder and Director at Out Making Games, where he collaborated with others to create engaging interactive experiences.

Ian was also a Board Member at Series Q, contributing his expertise to help the organization thrive within the gaming landscape. His early career included programming positions at Intelligent Games Ltd and Codemasters, where he developed his foundational skills and gained valuable industry experience. Moreover, Ian held the title of co-founder and Creative Director at QuizTix, further showcasing his diverse capabilities in game development.

Ian Masters’ professional journey is a reflection of his expertise in game development, dedication to teaching, and entrepreneurial spirit. He continues to inspire others in the gaming community, ensuring that the future of game development remains bright.

Achievements

  • Creator of notable games including Flick Solitaire, QuizTix, Finger Hoola, and BAFTA nominated Super Yum Yum.
  • Successfully founded four game development companies, showcasing entrepreneurial expertise.
  • Experienced in raising funding for innovative game projects.
  • Holder of a games-related patent applied for in 2019.
  • Extensive teaching experience at university levels and with young game developers, leading to multiple BAFTA Young Game Designer finalists.

Highlights

Mar 14 · linkedin

Dear SEGA, Sega of America, Inc., SEGA Europe, Atlus U.S.A., Inc.

Please STOP this. I beg you. 🙏

Congratulations on the launch of "Unicorn Overlord". A terrific game from a hugely talented developer. Less than10 minutes into the game I am confronted by Scarlett the priestess (see animated gif).

This is 2024. In what world is this ok?

#unicornoverlord #sega #vanillaware

Sep 26 · linkedin

Myth: App Size Impacts Store Conversion

There is a good amount of data out there that says that app size can have a big impact on store conversion. For example this Google Play article from 6 years ago says that "For every 6 MB increase to an APK’s size, we see a decrease in the install conversion rate of 1%", but is that still true today? https://lnkd.in/e3HDmcR7

Since we launched our game Flick Solitaire we've release a new beautiful hi-res deck of cards every 4-6 weeks. We launched with 4 decks (app size 76mb), and grew to over 30 deck (app size 157mb) even while fighting the increase using clever compression and other techniques. Conversion did not get significantly worse as the game grew in size but we thought that ASO improvements could be offsetting this and hiding the decline - so given the info above info we were rather worried.

After a lot of hard work redesigning and implementing a new collection mechanism, this allowed us to move most of the deck assets to the cloud. This resulted in a dramatic app size reduction from 157mb -> 74mb, a reduction of 83mb. If the Google Play info above was accurate this would have lead to a conversion increase of 14%, and even if it was just a 5% that would still be a huge win!

So what was the actual impact? The answer was approximately NOTHING!

There are many other benefits to the redesign and reduction, possibly including uninstall rate (a quick data investigation via Google Play was not useful here) so we're happy with the changes overall - but be warned that this may not be the win you are looking for.

Note that most of our audience is in the US, so it's possible other geos and specific sizes (e.g. a 200mb threshold) would have an impact.

What have you found with your apps?

Related Questions

How did Ian Masters transition from a programmer to a successful entrepreneur in the gaming industry?
What inspired Ian Masters to create influential games like Super Yum Yum and how did his background contribute to that creativity?
In what ways has Ian Masters influenced the next generation of game developers through his teaching and mentorship?
What challenges has Ian faced in building and managing his own game companies, and how has he overcome them?
How does Ian Masters see the future of mobile gaming evolving, particularly given his vast experience in the field?
Ian Masters
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Location

London, Greater London, United Kingdom