Yonatan Shaham


Doing product management and making games

Thoughts on product management and game making. Director of Product Management at Duda

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Product managers as professionals, not wizards

New ParagraphYou keep hearing that the PM should move the needle, make an impact, prioritize, and even the now-notorious metaphor “be the CEO of their team”. This leads to a common notion among product managers, in particular during the early stages of their PM career: that they should perform their job like wizards or artists. I think this is a wrong conception.

Product benchmarks

You keep hearing that the PM should move the needle, make an impact, prioritize, and even the now-notorious metaphor “be the CEO of their team”. This leads to a common notion among product managers, in particular during the early stages of their PM career: that they should perform their job like wizards or artists. I think this is a wrong conception.

All posts

Relations between online payments entities
By Yonatan Shaham 12 Jul, 2022
Since I started in Duda, all the features I was involved in as a product manager were related to online payments: app store, client billing, e-commerce, and membership. I was also responsible to billing Duda users under a unique and complex billing scheme. In this post, I would like to share with product managers the knowledge I gained during this time. The following is some advice from my experience. Don’t repeat my mistakes! 🙂
RimWorld
By Yonatan Shaham 25 Jun, 2022
I tried to play RimWolrd a few times, and each time the same things disappointed me. So why I'm not a fan of such a successful game?
Game UX version 1.0
By Yonatan Shaham 18 Jun, 2022
Today I worked on improving my game UX. I started with a high-level sketch. Then reusing what even assets I can to reduce delivery times.
Game loop complete
By Yonatan Shaham 17 Jun, 2022
Finished creating the basic game loop as a minimal working software. The next step is improving the UX.
By Yonatan Shaham 16 Jun, 2022
Two days ago, I worked on my new game idea for 60 minutes. In those 60 minutes, I put some key product management, lean, and agile principles into work.
Combining to games into one
By Yonatan Shaham 13 Jun, 2022
I have an idea of how to combine two of the indie game demos I developed into a new game.
Product manager resume
By Yonatan Shaham 19 May, 2022
As a hiring manager, I have read hundreds of product manager resumes. It is true, it takes me less than five seconds to decide if a resume is worth reading. I have noticed 3 key mistakes many product managers make and I would like to share them with you.
By Yonatan Shaham 07 May, 2022
I did not post a lot in the last few days, partly because I was swept by work. I did have a lot of thoughts on the game, and applied many changes. The first thought that I started to run with, emerged a week ago. I realized that I've been too fixed on the notion that the game experience should be pretty much the same in all game phases. I think that the success of open world game like Minecraft and GTA/RDD, combined with the general way strategy games work, biased me towards the thought that as a game maker I should create some game mechanics and probably some work generation procedures, and that these should create the entire game (I think Magic Survival is a great example to this type of games.) 
By Yonatan Shaham 02 May, 2022
Following the user-testing , I changed the movement controls from WASD to mouse. the user points with the mouse and right clicks to set a destination. Once clicked, the avatar progress to the destination without stopping. This was not my initial intention, but a result of some logic from the WASD code. By I decided to keep is as it manifests the roguelike nature that once the player makes a decision they cannot change their mind and needs to face the consequences.
By Yonatan Shaham 29 Apr, 2022
Today I focused on user experience (UX) improvements. The first improvement originated from quick user testing I did earlier this week: a user expected to see something on the screen around the player avatar when they buy or sell something. They offered an animation of popping coins. This type of animation is very excepted in games these days. So I created a simple animation each time the player makes a transaction: When the player buys a resource, a coin drops down and the resource pops up. When the player sell a resource, a coin pops up and the resource drops down.
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