Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga

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Making the games played by millions: why, how and by whom?

Making the games played by millions: why, how and by whom?

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  • Wooga
  • Wooga Info: Games
  • Wooga Info: Team
  • Why are we making games for Millions? To answer this question, I’ll first go back a couple of years, to show this logo of our company…
  • If you asked if they listened to music or watched videos, their answer would be yes.
  • Halo controller layout
  • In order to achieve those targets, we have to move with the biggest and most influential platformsFB. Apple, now Android.
  • In order to achieve those targets, we have to move with the biggest and most influential platformsFB. Apple, now Android.What kind of model should we chose for these games?
  • Platforms and Models confirmed – what’s next? What are the rules of success?
  • Antti Hattara – Needle In Haystock

Transcript

  • 1. Making the Games played by Millions: Alexander Mamontov Why, How and by Whom?
  • 2. Topics
  • 3. - Who? - Why? - How?
  • 4. Who are we?
  • 5. Wooga Info: Berlin, Social games
  • 6. 250+ 45 55%
  • 7. 4.5M DAU 2.5 years
  • 8. Who?
  • 9. Why Games for Millions?
  • 10. Do you play games every day?
  • 11. Do you listen to music every day?
  • 12. Do you watch VIDEOS every day?
  • 13. Games for everyone
  • 14. Vision 2020
  • 15. - Who? - Why?
  • 16. How are we doing it?
  • 17. US Top Grossing, 2013/09/10
  • 18. 2 rules of success: 1) Never tell everything you know 2) ….
  • 19. Just kidding, here we go*! *With REAL examples!
  • 20. III. PROCESS IV. GET THE BEST II. APPROACH I. TEAM
  • 21. I. Team
  • 22. Small Agile teams AgileI. TEAM
  • 23. Diamond Dash Facebook: • Product Lead • Product Manager • Backend Engineer • Outsource Flash Engineer AgileI. TEAM
  • 24. Independent teams IndependentAgileI. TEAM
  • 25. Don’t follow the HIPPO* IndependentAgileI. TEAM
  • 26. *HIPPO = Highest Paid Person's Opinion IndependentAgileI. TEAM
  • 27. Fast Communication I. TEAM IndependentAgile Communicative
  • 28. Communicative Our teams are: Independent Agile
  • 29. II. Approach
  • 30. Focused Development II. APPROACH: Focused
  • 31. New Users on Facebook
  • 32. Iterative approach II. APPROACH Focused Iterative
  • 33. Try Fast Fail Fast! II. APPROACH Focused Iterative Fail Fast!
  • 34. Try fast, Fail fast! In our work, we: Iterate Stay Focused
  • 35. III. Creation Process
  • 36. Find the fun! Antti Hattara – “Needle In Haystack” III. PROCESS Find the fun
  • 37. Find the funIII. PROCESS “Super collapse”
  • 38. Find the funIII. PROCESS
  • 39. Find the funIII. PROCESS
  • 40. Question the fun Find the fun Question the funIII. PROCESS
  • 41. Find the fun Question the funIII. PROCESS
  • 42. Find the fun Question the funIII. PROCESS
  • 43. Find the fun Question the funIII. PROCESS
  • 44. Find the fun Question the funIII. PROCESS
  • 45. Find the fun Question the funIII. PROCESS
  • 46. Find the fun Question the funIII. PROCESS
  • 47. Usability Tests Find the fun Question the fun UsabilityIII. PROCESS
  • 48. Find the fun Question the fun UsabilityIII. PROCESS
  • 49. Usability Tests Seriously!!! Find the fun Question the fun Usability!!!III. PROCESS
  • 50. Find the fun Question the fun Usability!!!III. PROCESS
  • 51. Polish the User’s Experience Find the fun Question the fun Usability! PolishingIII. PROCESS
  • 52. Find the fun Question the fun Usability! PolishingIII. PROCESS
  • 53. III. PROCESS Find the fun Question the fun Usability! Polishing
  • 54. Make usability tests While creating the game, we: Question the fun! Look for core fun Polish the UX
  • 55. IV. Getting the MAX
  • 56. Post-release is the key Post-releaseIV. GET THE MAX
  • 57. 2010 OCT 2011 MAR 2013 SEP Concept Work on the Live product Launch Diamond Dash Facebook Post-releaseIV. GET THE MAX
  • 58. IV. GET THE MAX Post-release
  • 59. Analytics Post-release AnalyticsIV. GET THE MAX
  • 60. Post-release AnalyticsIV. GET THE MAX
  • 61. A/B tests IV. GET THE MAX Post-release Analytics A/B Tests
  • 62. A B Post-release Analytics A/B TestsIV. GET THE MAX
  • 63. Make A/B tests To get the maximum the game, we: Analyze numbers Work hard post-launch
  • 64. III. PROCESS Find the fun Question fun Usability Polishing IV. GET THE MAX Post-release Analytics A/B Tests II. APPROACH Focused Iterative Fail Fast! I. TEAM CommunicativeIndependentAgile
  • 65. - Who? - Why? - How?
  • 66. Questions? Alexander Mamontov, Product Lead
  • 67. We’re hiring! wooga.com/jobs