Nick Madonna, the founder and driving force behind the PHL Collective, had a deep love for art, video games, and comic books in his formative years. He continued to pursue these interests in college when he first started making games after many years of studying and playing them.
Ultimately, this led to the decision to roll his passions into a full-time career, one that he is still excited about every single day. “It’s impressive,” says Nick. “The industry is still very young, and there is constant innovation happening which offers so much opportunity to explore, grow and push the medium forward.”
PHL Collective is now a successful US-based game studio consisting of several dozen programmers and artists driven to create bold and unique titles. With many highly successful games in its portfolio, the company continues its mission to design games for players of all ages available on console, PC, and mobile devices.
As game demand grew, the company noticed a significant disconnect between increased downloads and resulting revenue. In the fantasy adventure game Goozy, for instance, players were downloading the game in huge numbers. However, this did not convert into more revenue with the monetization solution they were using. In a nutshell, the game struggled with monetization performance issues, a situation which needed urgent attention to serve and satisfy the increasing number of players downloading it.
“We assessed Yodo1’s MAS to be the best available option.”
On further investigation, Nick and his team realized the current monetization strategy centering around the Unity Ads Network had to change. A substantial effort was made to find the best solution, and after much market research, one was found. In 2020, the company decided to align monetization with Yodo1’s Managed Ad Services (MAS). MAS, they concluded, was the best available option to address the issues they were having.
A crucial factor in their decision was the way Yodo1’s solution works. MAS uses AI-powered tools to manage ad mediation between the top-performing networks by automatically selecting the ads that favor developers the most. The first game PHL Collective used to test the new monetization system was Goozy, a game released in partnership with a YouTube influencer with 20m followers – FGteev.
“Revenue more than doubled, and the amount of support we’ve received is absolutely first class.”
Fully committed to migrating monetization to Yodo1, PHL Collective was able to integrate the MAS SDK in Goozy and deploy an update across all platforms very quickly. A new system using multiple monetization techniques to ensure optimal revenue per player (ARPDAU) was up and running in a matter of days. “The MAS team has been very hands-on and helpful when it comes to integration and maintenance,” Nick explained. “The constant contact has been absolutely incredible.”
MAS kicked in immediately after the update. Nick noticed a boost in revenue straight away and began to see the numbers they had been expecting. This amounted to more than double the amount received using the old system. Introducing a new strategy to optimize monetization has come at the perfect time for the PHL Collective, who are currently busy on many new and exciting projects.
“After our positive experience with MAS,” Nick concludes, “it’s safe to say that we will continue to monetize with Yodo1 exclusively for all our future games.” Moving forward, the company has been true to its word with the release of FGeeTV Soundboard, their second and latest game using MAS for monetization.
Do these challenges sound familiar to you? Does your game’s monetization system need an upgrade to reach its full revenue potential? It’s easy to get started: just go to our MAS Portal to register and set up MAS for your game in three easy steps, or book an appointment with a Games Growth Specialist here to learn more.