20. What is Jelly Splash?
● Match-3 style puzzle game
● Soft-launched in Canada June 14, 2013
21. What is Jelly Splash?
● Match-3 style puzzle game
● Soft-launched in Canada June 14, 2013
● Launched globally Wednesday, August 21,
2013
22. What is Jelly Splash?
● Match-3 style puzzle game
● Soft-launched in Canada June 14, 2013
● Launched globally Wednesday, August 21,
2013
● Peaked at #1 most downloaded (iPhone)
in US, FR, DE, BR, NL, IS, ES, NO & others
165. Pros Cons Pros Cons
No launch risk
Less $ upfront
Easy to update
166. Pros Cons Pros Cons
No launch risk
Less $ upfront
Easy to update
$ on the table
167. Pros Cons Pros Cons
No launch risk
Less $ upfront
Easy to update
$ on the table
Market dynamic
168. Pros Cons Pros Cons
No launch risk
Less $ upfront
Easy to update
$ on the table
Market dynamic
Bigger network
effects
169. Pros Cons Pros Cons
No launch risk
Less $ upfront
Easy to update
$ on the table
Market dynamic
Bigger network
effects
Time Value of
Money
170. Pros Cons Pros Cons
No launch risk
Less $ upfront
Easy to update
$ on the table
Market dynamic
Bigger network
effects
Time Value of
Money
Huge upfront
commitment
171. Pros Cons Pros Cons
No launch risk
Less $ upfront
Easy to update
$ on the table
Market dynamic
Bigger network
effects
Time Value of
Money
Huge upfront
commitment
VaR difficult to
evaluate
179. Cost of Trampoline Launch?
• Goal of #1 chart position (iPhone / Downloaded /
US)
180. Cost of Trampoline Launch?
• Goal of #1 chart position (iPhone / Downloaded /
US)
• Assume US CPI of $2
181. Cost of Trampoline Launch?
• Goal of #1 chart position (iPhone / Downloaded /
US)
• Assume US CPI of $2
• Top Chart Position ~= 20k installs / day
182. Global Launch Strategy
Top 10
Installs2
66,458
Cost
(CPI = $2)
$132,916.00
August 2013, App Store (US, iPhone)1
(1) Source: Distimo, Week 26 2013 (installs are daily)
(2) Less organic uplift of 20k
183. Global Launch Strategy
Top 10 Top 3
Installs2
66,458 113,247
Cost
(CPI = $2)
$132,916.00 $226,494.86
August 2013, App Store (US, iPhone)1
(1) Source: Distimo, Week 26 2013 (installs are daily)
(2) Less organic uplift of 20k
184. Global Launch Strategy
August 2013, App Store (US, iPhone)1
Top 10 Top 3 #1
Installs2
66,458 113,247 140,875
Cost
(CPI = $2)
$132,916.00 $226,494.86 $281,750.57
(1) Source: Distimo, Week 26 2013 (installs are daily)
(2) Less organic uplift of 20k
186. August 2013, App Store (US, iPhone)*
Adjusted
Top 10
Installs2
33,229
Cost
(CPI = $2)
$66,458.00
Global Launch Strategy
(1) Source: Distimo, Week 26 2013 (installs are daily)
(2) Less organic uplift of 20k
187. August 2013, App Store (US, iPhone)*
Adjusted
Top 10 Top 3
Installs2
33,229 56,624
Cost
(CPI = $2)
$66,458.00 $113,247.43
Global Launch Strategy
(1) Source: Distimo, Week 26 2013 (installs are daily)
(2) Less organic uplift of 20k
188. August 2013, App Store (US, iPhone)*
Adjusted
Top 10 Top 3 #1
Installs2
33,229 56,624 70,438
Cost
(CPI = $2)
$66,458.00 $113,247.43 $140,875.14
Global Launch Strategy
(1) Source: Distimo, Week 26 2013 (installs are daily)
(2) Less organic uplift of 20k
198. Global Launch Strategy
• Increasing exponential function
• Rate of price increases is increasing
199. Global Launch Strategy
• Increasing exponential function
• Rate of price increases is increasing
• #10 -> #3 -> #1 separated by orders of
magnitude
205. Global Launch Strategy
Adjusted estimates:
Country US
Cost1
$200,000
(1) iPhone
(2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift
(3) CPI adjusted by k-factor
206. Global Launch Strategy
Adjusted estimates:
Country US
Cost1
$200,000
Adj. Cost3
$104,166
(1) iPhone
(2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift
(3) CPI adjusted by k-factor
207. Global Launch Strategy
Adjusted estimates:
Country US DE
Cost1
$200,000 $37,600
Adj. Cost3
$104,166 $19,583
(1) iPhone
(2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift
(3) CPI adjusted by k-factor
208. Global Launch Strategy
Adjusted estimates:
Country US DE FR
Cost1
$200,000 $37,600 $26,000
Adj. Cost3
$104,166 $19,583 $13,541
(1) iPhone
(2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift
(3) CPI adjusted by k-factor
209. Global Launch Strategy
Adjusted estimates:
Country US DE FR NL
Cost1
$200,000 $37,600 $26,000 $20,800
Adj. Cost3
$104,166 $19,583 $13,541 $10,833
(1) iPhone
(2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift
(3) CPI adjusted by k-factor
210. Global Launch Strategy
Adjusted estimates:
Country US DE FR NL BR
Cost1
$200,000 $37,600 $26,000 $20,800 $15,400
Adj. Cost3
$104,166 $19,583 $13,541 $10,833 $8,020
(1) iPhone
(2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift
(3) CPI adjusted by k-factor
239. What We Learned
• “Bursting” can be profitable
• Organic uplift from chart position:
240. What We Learned
• “Bursting” can be profitable
• Organic uplift from chart position:
• Top 10 += 30k DNU (US, iPhone)
241. What We Learned
• “Bursting” can be profitable
• Organic uplift from chart position:
• Top 10 += 30k DNU (US, iPhone)
• Top 3 += 50k DNU (US, iPhone)
242. What We Learned
• “Bursting” can be profitable
• Organic uplift from chart position:
• Top 10 += 30k DNU (US, iPhone)
• Top 3 += 50k DNU (US, iPhone)
• Most networks overpromised burst-day volume by
20%
254. Book Giveaway!
In The Legend of
Zelda: A link to the
Past, what form does
Ganon take after being
defeated the 2nd time?
255. Book Giveaway!
In The Legend of
Zelda: A link to the
Past, what form does
Ganon take after being
defeated the 2nd time?
• Tiger
256. Book Giveaway!
In The Legend of
Zelda: A link to the
Past, what form does
Ganon take after being
defeated the 2nd time?
• Tiger
• Rat
257. Book Giveaway!
In The Legend of
Zelda: A link to the
Past, what form does
Ganon take after being
defeated the 2nd time?
• Tiger
• Rat
• Vulture
258. Book Giveaway!
In The Legend of
Zelda: A link to the
Past, what form does
Ganon take after being
defeated the 2nd time?
• Tiger
• Rat
• Vulture
• Bat
Editor's Notes
Very analytical and lots of numbersFirst three sections conceptualHow wooga approaches development of mobile gamesMy perspective on marketing mobile gamesHow wooga uses data in the game development processAfter that overview of the process of launching Jelly Splash and a history of the launch in form of numbers
----- Meeting Notes (20/3/14 13:54) -----number of steps that form shape of inverted pyramideach step ends with a review meeting kill or continue
2 hits / year$10mm total revenue----- Meeting Notes (20/3/14 13:54) -----at each review point, "can game become a hit?" if answer unequivocal no, kill
Philosophy for marketing mobile games
Emotionally charged industry, nature of artArt at scale requires elements of commercialism that sometimes conflict with artistic idealsVery vocal group of people that absolutely despise freemium applied to gamesSmartest things enemies of free-to-play did was consistently and vehemently make the claim that objectively bad games can be successful in app storeApp store one of most ferociously competitive digital marketplacesBut notion that bad games can be successful combined with difficult reality that sometimes critically successful titles don’t see commercial success lent weight to this notion that good games don’t need marketing
What’s the difference here?2 games that people love but one is at top of downloaded charts other is at bottom
The fact that a game is marketed doesn’t implicate it as being bad
Whats the interplay between scale, user acquisition, and profit?Cost Per Install
Pure function of supply and demand
Dependent on ad creatives used to promote the game
Why is this true?The more people that are compelled by ad creative (which should be reflective of the game’s aesthetic), the more people click on ads and ceteris paribus the lower CPI
Test different themes, different aesthetics, different names, characters, color schemes, etc.For any given game mechanic we’re appealing to the greatest number of potential players
Analytics: tools, infrastructure, and people used to store, visualize, and glean insight from data
Experimentation: process of testing variants of features and product flows that produce optimal result
Iteration: process of implementing small changes that are verifiably better than what existed previously
Everyone has access to universal reporting tools and data but teams don’t develop those independently
Iteration cycles = fewer assumptions madeBetter to get the “iteration” cycles (disproving the assumptions you’ve made about how players will play the game) out of the way in soft launch when relatively few people are exposed to them. Soft launch can be effective at level of few thousand players – eg can meaningfully improve game with few thousand players, don’t need millions of data points
Get a sense of unit economics
What do we need to achieve how long will it take to achieve thatis that length of time palatable to the organizationdo we think the market will become appreciably more competitive for this mechanic (eg. clash of clans clone)
Less complete MVP will by definition be in soft launch for longer
Earning interest on interest earnedGaining viral users from viral users