A Abolfazl Sharafat

Abolfazl Sharafat

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.

Abolfazl Sharafat
800,000+ Sin Jim installs — with zero ad spend
2016 First game shipped

WORK

Work

ANA STUDIO ONLINE MULTIPLAYER STILL LIVE

Sin Jim

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.

Sin Jim online lobby Sin Jim gameplay Sin Jim results screen
2016

Abi Ghodrat

BARISH GAME

The first game I built inside a real team.

CLOSED CHAPTER

Baziato

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.

Papata Game Studio NOW

Papata Game Studio

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

Notes

I write in Persian. Here is one of them in English, because it is the one I get asked about most.

NOTE 01 FEEDBACKSCOPE

500 requests, and a feature we removed two months later

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

Path

Feb 2016

Game dev marathon, University of Isfahan

First game, built under the tightest possible constraints.

Summer 2016

Barish Game — "Abi Ghodrat"

First real team, and Startup Weekend at Isfahan University of Technology.

Web, backend and technology management

ASP.NET, C#, PHP, SQL Server.

Sin Jim, at Ana Studio

From core loop and online architecture through to launch.

Baziato

Mobile-game media. Hundreds of games installed and reviewed.

Now

Product & Growth — Papata Game Studio

Organic growth, LiveOps, game economy, and the real cost of each growth step.

Abolfazl Sharafat at work
BSc SOFTWARE ENGINEERING ISFAHAN, IRAN FA · EN

CONTACT

Get in touch

For consulting, a talk, or a role. If you just want to compare notes on game growth, that works too.

  • — Reply within two working days
  • — You get a copy of your own message
  • — If it is outside what I do, I will say so up front