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5 takeaways from the ThinkingData Summit: AI, drowning in knowledge, and Habby’s secret sauce

admin@news.funofgaming.com by admin@news.funofgaming.com
11/03/2026
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5 takeaways from the ThinkingData Summit: AI, drowning in knowledge, and Habby’s secret sauce
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Going down all the way through GDC week lately used to be the ThinkingData Summit, bringing in combination firms like Snowstorm, Mavis Video games, Habby and others in combination to speak about how knowledge is being utilised in cell gaming.

Audio system shared insights on knowledge and AI thru to recreation design and business tendencies. We additionally were given the danger to interview Habby director of commercial building David Pann on level all the way through the display. 

Underneath we’ve put in combination a couple of key takeaways from the display.

1. The way to continue to exist an technology of fast trade

The Pondering Knowledge Summit opened with a chat from the company’s co-founder Chris Han.

Surroundings the scene for the development, he posed the query he stated each and every corporate is looking: how are we able to continue to exist on this technology the place the whole thing adjustments so rapid? UA algorithms can trade abruptly, whilst competition can release new options in are living video games that may depart your identify in the back of. “The window to affect hasn’t ever been shorter,” he stated.



Han stated in the case of utilising knowledge for your small business, the true worth is in the back of the knowledge. “We’ve got the wealthy knowledge, however no longer the actionable steps, the actionable insights.”

He added groups like are living ops and UA can normally be silo’d – because of this knowledge will also be silo’d, too.

Han additionally mentioned the chance for AI, which it’s now integrating into its merchandise. It goals to release its first ever ThinkingEngine AI agent subsequent month, whilst it is plotting a multi-agent ecosystem by way of Would possibly to June. It even has plans to rebrand the corporate to replicate its AI ambitions.

2. “Each and every staff is now drowning in knowledge”

Snowstorm senior director of product control Chase Shi mentioned merging qualitative and quantitative knowledge to form the product roadmap.

He famous that each and every staff is now drowning in knowledge. It’s no longer about how a lot knowledge a staff has, however how groups can interpret it.

He used an instance of the place the product, group and information groups would possibly interpret participant knowledge another way, asking how do making a decision who to hear? He confirmed the next chart to provide an explanation for how extra time the knowledge quantity is going up, however the choice readability is going down:



Shi stated Snowstorm places avid gamers into other motivational segments – comparable to the Bartle taxonomy of participant sorts, however uniquely constructed round their very own video games. Builders can then map those avid gamers’ in-game behaviours.

“Don’t deal with your avid gamers best as LTV tiers,” he stated. “Deal with them as motivational teams.”

He added: “It’s important to perceive your avid gamers extra earlier than you learn the knowledge.”

3. Agentic are living ops to problem assumptions

Former AWS for Video games head of are living provider video games Tim Hong mentioned agentic are living ops and the way builders may just utilise AI tech. 

One perception Hong presented is how AI brokers can be utilized to problem assumptions made within the previous lifespan of the sport that proceed to be thought to be as true. For instance, an early perception will have been to not display greater than 3 advertisements or over 5 at one time.



Hong stated the issue with the ones laws is that they’re most certainly directionally right kind, however most certainly improper of their implementation years later.

“The truth is that at maximum studios, no person appears again, no person audits that shit to mention, oh, that’s the improper means. You’ll enforce an agent whose process it’s to mainly test the ones issues.”

4. Does Habby care about hybridcasual?

We interviewed Habby’s director of commercial building David Pann on level on the summit and mentioned how the corporate builds and runs a hit hybridcasual video games like Archero, Surivor.io, Capybara Pass and others.

Requested how Habby defines hybridcasual – and if it even does, regardless of being a pace-setter within the area – Pann stated the staff doesn’t see itself as a hybricasual developer or writer, however as a substitute specializing in midcore.

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“We’re additionally branching out into extra genres, as with numerous firms. However the cause of this is, hybridcasual has numerous implications on long-term retention. In the meantime, for midcore we remember that all the time has longtail retention.

“Now, the kind of midcore recreation that Habby does isn’t such a lot like 4X video games, the place you might be speaking about tremendous insane mechanics that get other people within the recreation, and people who churn, they are long past, and people who keep, they are saying endlessly. However the level is, at Habby, we are desirous about development video games that stay avid gamers way past day 30, smartly into day 100, and past.”

Pann additionally printed that the unique Archero had day one retention above 75%.

We’ll put up the whole interview quickly.

5. The way to get a hold of new recreation concepts and check them

Mavis Video games CEO Saygin Topatan took to the level to speak about the inventive facets of latest recreation design, moderately than simply specializing in the knowledge.

Opening at the subject of copycats, Topatan stated from a enterprise point of view, it could make sense. It’s simple for the staff to grasp what to do, a developer can opposite engineer an present recreation, and there are much less choices to make. From that, they may get just right metrics.

“However we all know a lot of these aren’t a hit as a result of they aren’t first available on the market,” he warned.

On the other hand, Topatan claimed that it’s ok to duplicate some portions. For instance, with a match-3 or a merge recreation, groups can undertake some UX patterns and meta conduct. However there must be one thing to present the sport a core identification, “one bizarre rule”, as he put it.

Giving only a take a look at instance to provide an explanation for his concept, he described taking a match-3 recreation like Sweet Overwhelm Saga, and making fits in a T or L form. Whilst this would possibly not if truth be told paintings available on the market, it’s an instance of the way one trade may just totally modify the revel in for avid gamers.



Topatan additionally presented insights on to find creativity with out business-led choices and KPIs moving into the way in which all the way through the ideation section. He stated occasionally groups can glance up the similar 5, 10 or 15 video games which might be a hit available in the market, which might result in choices like combining parts of a hit video games and looking to merge them, which would possibly no longer paintings.

Topatan suggested that the theory era section must simply be for speaking about concepts, with out discussions round marketability and engagement. Then groups can transfer directly to the modifying section and whether or not they wish to upload or take away one thing. After that, they may be able to get to the development level, the place groups can communicate in regards to the pipeline of successfully construct a prototype with the sources they’ve.

For those who communicate in regards to the development level within the first section, it could impede the entire creativity, he stated.

Tags: DatadrowningHabbysSauceSecretSummittakeawaysThinkingData
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