14. LEMONS INTO RADLER!
• Tiger Team FTW
• Android
• Windows
• Features
• Submission Manager'less
15. REGRETS, I HAS SOME
• Wish we had not
• Pushed to Soft Launch too early
• Waited too long with the Tiger Team
• Wish we had
• Kept the original publishing team
• Free exchange of know-how
16. LEARNINGS – PUBLISHER
• Tiger Teams aka Crazy Ass Plan-C
• Value in platform
• Chemistry is key
• Build teams not games
• Don't rush to Soft Launch
• Don't try to change them
• Be a Frequent Visitor
• Get them a room!
• THANKS!
Mic Test
Let’s start!
2015 was a big year of learnings for Flaregames: One of the biggest ones – how to work with small teams who want to stay lean and small
10 years of XP
Worked as a Producer for 10+ years on Mobile Games
Of 8 with internal productions & last 2 with external
Non-Asshole
Because you can almost get that as a certificate in Germany
Due to Flaregames non-asshole hiring policy promoted by our CEO Klaas on his presentations usually
From Finland
But living and working in Germany
Senior Producer
Work at Flaregames with in publishing managing external productions
Also a Destiny addict
What is Flaregames?
We are a mobile game publisher and developer based in Germany.
We publish and develop games on iOS, Android & Windows
HQ in Karlsruhe & 100 people large at the moment.
Flaregames was founded in 2011 & we have raised $23 million in venture backing.
We have our own dev studio - Keen Flare in Frankfurt
We eat our own dog food in that sense
We believe in co-development above all
Our goal is to do all the boring important stuff so developers can focus on the fun
We develop and publish Multiplayer Games for Gamers
We prefer to work with Mobile games that have
Multiplayer
Are F2P
Editor’s choice quality
Our flagship title
Developed by our studio KeenFlare
Over 20 million players so far.
A Modern take on Mobile RTS - Developed by Supeweapon Games
Out on iOS in since last Autumn – rated 4.5 stars in AppStore
We are working with NetEase to bring Dawn of Steel to China this year
• A F2P successor to a the successfull premium Fieldrunners game
Developed by Subatomic
RTS base builder mobile game
• Currently in iOS Soft Launch (You can download it from Canadian AppStore)
Zombie Gunship Inc. will be a F2P successor of Zombie Gunship, a #1 grossing title in the USA 2011.
Plus other exciting titles from Emerald City Games and Brainz
Quick overview of each section
Audience query
How many developers
How many publishers
How many all the other industry related companies?
Superweapon is based in L.A we signed with them to publish Dawn of Steel
They had already been in development nearly a year
SW = 7 game industry veterans with background on C&C Red Alert – Lead by Amer Ajami
Development fully funded development by Flare
Notice the Germans in the Photo (Well there’s one Spaniard also)
I worked with Superweapon games as a Publisher Producer – so there’s some bias.
Usual Team size has been 10-20 with our external developments
SW was a new thing for us as a publisher
Started working with another small developer – TBA in Casual Connect
Developer wanted to focus as much as possible on the game itself, so signing with a full house publisher made sense.
Publisher wanted the development team to expand rapidly after Soft Launch
These expectations were not explicitly synchronized early on
Right after SL1
Developer realizes they need to scale up by a couple guys at least, otherwise explosions will follow.
As Publisher - In terms of production risks we identified that the developer needs couple additions to their team
The Problem
It’s not easy to hire more people in the L.A. - fierce competition over talent (Silicon Bay)
Requirements for the roles at SW were high – very senior positions (SW guys are all industry veterans)
Production at full speed. Problem had to be solved within months and time was running out
If there’s no fix – we are looking at massive delays and possible quality could suffer also
Tiger Team
Problem: Team wanted to stay small & issues growing the team. Solution: Send a team of Flare developers to L.A for 3 months
We sent our most experienced devs – frontend engineer, backend engineer, designer & a QA guy.
The developer loved the solution & chemistry worked well - productivity ensued
Still today the Tiger team has expanded and keeps working at Flare offices remotely
Helped with porting the game to Android and Windows.
Tiger team even helped implement some features to the game!
Took a lot of the overhead from SW in porting the game to Android and Windows
Going Submission Manager'less
Submissions were not as agile as the team was – timezone difference and a dedicated submission manager. Solution: Allow Producers and PM’s to self submit while on-site
Wish we had not
Soft Launched too early - don't rush to it
This slowed our feature development down too much and caused delays – this matters a lot with small teams.
Chasing learnings from KPI’s can also distract the team from completing key features.
Wish we had
Kept the original pre-SL publishing team
We changed our key publishing team members around too much
This caused communication overhead and more work for the already burdened developer.
Be able to provide a free exchange of information between devs
We should of bridged our developers to talk to each other in a more proactive way
Tiger Teams /
Always have a crazy ass plan-C. Something will always explode.
We were lucky to have developers at ready to be used.
Value in platform
Everyone want’s to have their own platform – I know.
But it really makes sense especially when you work with smaller teams.
Chemistry is key
We are all professionals but the truth is – great games are build with a healthy potion of good chemistry and constructive creative friction.
Build teams with the Developer, don’t force feed people from Publisher side. No, really.
Build Teams not Games
Developer should be the one making the game, Publisher should focus on having the best possible team for the job
Don't rush to Soft Launch
Especially important with small teams, this cannot be overstated.
Launching too early with a small team will slow down feature development
Chasing after KPI learnings can distract the feature development
Don't try to change them
Instead of trying to make the developer do things differently
Focus on adapting publishing processes to cater for a 360 degrees of ways to develop games
Be a Frequent Visitor
Jump on the plane every month! No really.
Skype is great but does not beat figuring stuff our over a cold one.
Get them a room!
We realized that instead of trying to be the master of all knowledge, we should just stop being a broken telephone and let our devs talk to each others directly.
There’s great value in that especially when the games in our portfolio share a lot of similarities.
Onwards to 2016 & thanks
Working with another small developer – TBA next week. Going to be another year or learning and exciting adapting our learnings from working with Superweapon.
Thank you!