Revmob new SDK: performance, stability (& 10% bonus)


We are proud to present our new SDK version – 9.1.0. The major focus of this release is performance, stability and distribution, the latter through strengthening our cross-platform libraries inventory. We’ve been working on the last few months to reduce the SDK size to a minimum and to run it through a new and severe quality assurance process, in partnership with our biggest publishers.

To celebrate this release, we’ll give a 10% bonus on the July 2016 ad revenue generated by all these new SDKs automatically if you integrate them by the end of June.

sdk_001Today we can say our SDK is the lightest of the big players in the market, with 199Kb for Android and 20Mb for iOS. Its overall latency is under 100ms, which can be reduced to zero if you pre-cache our ads. Our data usage has also been reduced by our compression algorithms, as has our memory usage.


When it comes to stability, the new QA process has given very good results. Data from more than 100 million users shows that amongst the biggest players in the market our SDK is by far the most stable, with zero crash reports, while the others have dozens daily.


In distribution terms, we developed the first official advertising package for React Native, started a partnership with Corona Labs, completely refactored our SDKs for Unity, PhoneGap / Cordova, Adobe AIR, GameMaker: Studio and GameSalad, running them all through our new QA mentioned before. Also, we renewed our support policies for these SDKs so that we’ll provide support in less than 24h.

Talking about integration, we didn’t like our old SDK documentation that much, so we redesigned it from scratch. It’s now inside our console, as one of our tabs, with much more usability, much better examples and way more beautiful (cheers, design team!). It also has a new rating system, so please give us your feedback.

Did you like the new SDK? What about the new documentation? Tell us about them in the comments. We’re also available at and

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Pocket Guide to GDC 2016!



It’s on! Game Developers Conference (GDC) 2016 is only a few days away. Hailed by many as one of the most important events on the gaming industry, we might expect lots of new games, hardware and the rise of virtual reality. So if you are dropping by GDC of course you don’t want to miss out on anything, but since we still can’t be at two places at the same time we’ve created a shortlist for the event! 



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Setting up your first User Acquisition campaign


So… it is your first day as a User Acquisition Analyst at this super cool start up and you are really excited with everything, which is GREAT! After getting to the office early in the morning and being introduced by the CEO – that you already met during the interviewing process – to all the 3 remaining employees (the company is comprised basically by 3 tech guys plus the CEO and now you), your CEO calls you to a meeting and tells you that the company needs to start doing paid user acquisition campaigns for the app that was approved in the App Store and Google Play just yesterday ASAP! 

You obviously get really excited with the mission even though you didn’t understand completely what your CEO wants neither how to do it.

Having faced similar challenges in the past, during the following items we explain what are the steps you MUST go through in order to overcome this challenge and amaze your boss!


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RevMob now supports a new engine: GameMaker Studio

RevMob is launching today support to GameMaker Studio, the 2D cross-platform gaming engine built by YoYo Games. As with all other supported engines, GameMaker’s integration is easy, fast and smooth. Our SDK is ready and you just need to integrate it in order to start monetizing your game! 


We are proud to be the ad network that offers the greatest variety of monetization solutions among GameMaker Studio’s partners. Native ads, interstitial and rewarded videos, static interstitials and banners are all supported.


With this new addition, RevMob’s solutions can now be used by 18 different engines (see full list below), reaffirming our commitment to provide ad monetization  to every single publisher in the world.


  • iOS
  • Android
  • Unity
  • Corona
  • Adobe Air
  • Cordova
  • Cocos2DX
  • Mobile WebSite
  • Appcelerator Titanium
  • Marmalade
  • Cocos2D-iPhone
  • Gideros
  • Kivy
  • RubyMotion
  • Amazon
  • BuzzTouch
  • ShiVa3D
  • GameMaker


GameMaker developers: start monetizing now!  


Check out our documentation here 


Want to know more about our SDK and check out integration tips? Click here





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Mobile advertising 101: A guide for mobile advertising newbies

The mobile advertising market is huge. With $100 billion worth in revenue globally and growing double-digits year over year, one can assume this market is here to stay.

With that in mind, Revmob came up with this comprehensive (and pretty straightforward) glossary to help you if you are just starting to navigate in this market and don’t want to be an outsider. Have fun!

ps: write us back if you think there are any relevant definitions missing!


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Marcelo Ferreira Named Co-CEO of RevMob

Marcelo Ferreira

We are pleased to announce that RevMob has appointed Marcelo Ferreira as Co-CEO.

Ferreira brings a broad range of executive expertise to oversee the day-to-day operations of RevMob and lead business development and global expansion of the company. Ferreira will work closely with  Pedro Jahara, current CEO of RevMob, to manage the mobile ad platform.

Ferreira served as CEO of hellofood Brazil for the past three years, the Latin American brand for foodpanda group, the world’s largest firm offering online ordering and delivery of local restaurant menu items. Ferreira co-founded the Brazilian-based company and helped grow the business to 120 employees during his tenure.

Prior to hellofood, Ferreira served as a business analyst for A.T. Kearney, a leading global management consulting firm, providing strategic planning and cost control and analysis for clients in the energy, mining, cement and automobile sectors. In addition, he worked as a strategic planning manager at TNT Express, one of the world’s largest express delivery companies. He holds a bachelor’s degree in production engineering from the University of São Paulo in Brazil.

With his proven track record of success and executive skill-set, Ferreira is well-prepared to accelerate RevMob’s growth globally.

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Mobile Surpasses TV Viewing and Desktop PC Search

Over the past several years we’ve all seen the rise of mobile. So should it come as a surprise that mobile has now surpassed TV and desktop PCs in its influence?

This year, for the first time, Americans are spending more time looking at their mobile devices than at a TV screen, an unthinkable development just a few short years ago.

Once they became “smart,” the phone became an indispensable part of our lives. We use it for everything, from directions, to taking photos and video, to staying in touch with family and friends, to entertainment.  Hardly ever do we let the phone out of our sight these days, finding ourselves staring at its screen wherever we happen to be – in a line at the grocery store, during our meals, at the car wash – you name it.

We even use our phones, on occasion, to watch TV – 84 percent of consumers use mobile devices as a second, supplementary screen to the TV, according to Nielsen.

In other news, mobile search ad spending is expected to surpass desktop ad spending for the first time as well in 2015. According to eMarketer, mobile ad spending will account for 49 percent of all digital ad spending in the U.S. and will make up 72 percent of total digital ad spending by 2019. At this rate, U.S. mobile ad spending is on its way to increase by 50 percent this year and reach $28.7 billion.

With the rise of mobile, companies more than ever need to adjust to mobile-friendly business models. How consumers view and interact with advertising content and who you choose as your mobile ad network has never been more important.

We’re here to help your company make the most of this new era of mobile dominance.

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