This is no BS gaming podcast 2.5 gamers – The Attention Budget Rule: why tutorials should teach maximum 3 things at a time
Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 am conference discussion vibe, so let’s not take it too seriously.
The Team:
Jakub Remiar- Game design consultant
Felix Braberg – Ad monetization consultant
Matej Lančarič – User Acquisition & Creatives consultant
Join our slack channel here: SLACK CHANNEL
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Summary
We sit down with Katie Madding (CEO, emhanceAI, ex-Adjust CPO) and John
Hobson (founded user research at Bungie and Blizzard, 20+
years on Halo, Destiny, WoW). The conversation walks through
two real case studies — a Skullgirls Mobile playtest and a
creative comparison — using emhance AI’s facial-emotion
analysis (0.89 ROC AUC, basically “lie detector” precision).
The findings are uncomfortable. Skullgirls’ tutorial pauses
combat to teach mechanics players don’t need yet. Every
level ends with 5 passive screens stacked back-to-back. And
the creatives with “near-death experience” hooks within the
first 4 seconds genuinely outperform — not because Chinese
UA teams said so, but because the emotion data shows it.
If you build games or ads for mobile, this is required
viewing.
The link to the report is here: https://eu1.hubs.ly/H0v1sLM0
Peaksel case study: https://www.emhance.ai/success-storie…
📌 KEY TAKEAWAYS
— emhance AI uses facial-emotion analysis (0.89 ROC AUC, “lie
detector” precision) to identify exact moments of high
and low engagement during playtest sessions. Engagement
= emotion + attention combined.
— Skullgirls Mobile tutorial findings: pausing combat to
teach optional mechanics players don’t need creates
frustration. Players come away thinking the game is
shallow because the tutorial fights are too easy and the
text walls killed momentum.
— John’s “attention budget” rule: teach maximum 3 things
at a time, then give players space to digest. From his
Halo days: pop up a tooltip → if used, snooze 5 minutes
→ if not, repeat. Snooze 15 minutes after second use.
— The “5-stack of boring screens” problem is universal.
Win → victory animation → reward screen → loading
screen → cut scene → talking head → finally back to
gameplay. Nobody designed this stack on purpose. Real
playtesting reveals it.
— Why 6 out of 7 AI ads still suck: the concept is right
(“save the character”) but the small execution details
matter enormously. Emotion data lets you identify which
4 of 15 things in a creative actually worked rather than
throwing out the whole concept.
Chapters
00:00 Cold open — designing the engagement curve
01:30 Welcome + Katie and John intros
03:48 How AI facial-emotion playtesting actually works
07:57 Skullgirls case study: the first 15 minutes broken
11:25 The attention budget — what it is, why it caps at 3
17:14 High vs low engagement moments in Skullgirls
24:13 Creative case study: Cat Match Two vs Sheep Swipe One
29:52 Why “near-death experience” creatives win — confirmed