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I've also seen this kind of operations in mobile games.

At Supercell, they have some old titles generating around 400K of revenue per day, with a minimal team working on new features, fixing bugs, looking after numbers and trends, managing ads... All of that with less than 15 people.

Of course this is not the same scale, but they have a LOT of daily users, and at their peak the company was about 200 people.

And I've been there, I can tell you that there is ample slack, most of them are barely working.




Mobile gaming has been extremely commoditized though it's still possible to get a billion dollar company out of the sea of copycats




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