Abi Ghodrat
BARISH GAME
The first game I built inside a real team.
I grow mobile games without letting the cost of growth outrun the growth.
Product & Growth Manager at Papata Game Studio.
Most of my time goes to two things: making the game bring its own players in, and earning revenue from those players through LiveOps without burning their trust.
Before that I built Sin Jim, an online word game that is still live.
WORK
A Persian word game — the pen-and-paper kind everyone here grew up with — rebuilt as a real-time multiplayer mobile game. Four modes, including one played entirely in the Isfahani dialect.
It passed 800,000 installs with no advertising budget. The growth came from the game itself: every round needs an opponent, and players bring their own.
ECONOMY
Soft currency
Earned only by playing. Spends on levelling up.
Hard currency
Cosmetics only — pencils, avatars, keyboard themes. Purchasable.
The two were kept strictly separate so that what you buy is never what moves you ahead. Where those blur, short-term revenue goes up and long-term trust goes down.
BARISH GAME
The first game I built inside a real team.
CO-FOUNDER · EDITOR
A mobile-game media outlet. Years of installing and writing about hundreds of games — which means watching which ones lasted and which vanished six months later.
PRODUCT & GROWTH
A studio with 10+ mobile titles and 20M+ players. My work covers organic growth, LiveOps and game economy. Internal details stay confidential.
papatalab.ir ↗NOTES
I write in Persian. Here is one of them in English, because it is the one I get asked about most.
Store comments and our support team told us players wanted a new gameplay mode. We had logged more than 500 requests. We were certain we knew what the player wanted.
Because we were certain, we skipped two things. We did not ship an MVP — a feature this requested, we said, should go out flawless. And we ran no A/B test — with 500 requests, testing felt like wasting time.
Level design and engineering cost us real money. We shipped it. Day one numbers looked great.
From day two, usage fell. Within weeks nobody was touching the mode. Then we understood what day one had actually measured: a new button in the menu. People tapped it because it was new, not because they needed it.
Two months later we removed it — not only because it went unused, but because one extra option in the menu was losing players. Deleting it was itself an improvement.
What stayed with me: "500 people asked for it" is not data, it is a hypothesis. People describe what they want accurately and predict their own future behaviour badly. And when you are certain enough to skip the test, that is usually exactly where the test was worth the most.
PATH
First game, built under the tightest possible constraints.
First real team, and Startup Weekend at Isfahan University of Technology.
ASP.NET, C#, PHP, SQL Server.
From core loop and online architecture through to launch.
Mobile-game media. Hundreds of games installed and reviewed.
Organic growth, LiveOps, game economy, and the real cost of each growth step.
CONTACT
For consulting, a talk, or a role. If you just want to compare notes on game growth, that works too.
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