Making the Games
played by Millions:
Alexander Mamontov
Why, How and by Whom?
Topics
- Who?
- Why?
- How?
Who are we?
Wooga Info: Berlin,
Social games
250+ 45 55%
4.5M DAU 2.5 years
Who?
Why Games for Millions?
Do you play
games every day?
Do you listen to
music every day?
Do you watch
VIDEOS every day?
Games for everyone
Vision 2020
- Who?
- Why?
How are we doing it?
US Top Grossing, 2013/09/10
2 rules of success:
1) Never tell everything you know
2) ….
Just kidding, here
we go*!
*With REAL examples!
III. PROCESS
IV. GET THE BEST
II. APPROACH
I. TEAM
I. Team
Small Agile
teams
AgileI. TEAM
Diamond Dash Facebook:
• Product Lead
• Product Manager
• Backend Engineer
• Outsource Flash Engineer
AgileI. TEAM
Independent
teams
IndependentAgileI. TEAM
Don’t follow the HIPPO*
IndependentAgileI. TEAM
*HIPPO = Highest Paid
Person's Opinion
IndependentAgileI. TEAM
Fast
Communication
I. TEAM IndependentAgile Communicative
Communicative
Our teams are:
Independent
Agile
II. Approach
Focused
Development
II. APPROACH: Focused
New Users on Facebook
Iterative approach
II. APPROACH Focused Iterative
Try Fast
Fail Fast!
II. APPROACH Focused Iterative Fail Fast!
Try fast, Fail fast!
In our work, we:
Iterate
Stay Focused
III. Creation Process
Find the fun!
Antti Hattara – “Needle In Haystack”
III. PROCESS Find the fun
Find the funIII. PROCESS
“Super collapse”
Find the funIII. PROCESS
Find the funIII. PROCESS
Question the fun
Find the fun Question the funIII. PROCESS
Find the fun Question the funIII. PROCESS
Find the fun Question the funIII. PROCESS
Find the fun Question the funIII. PROCESS
Find the fun Question the funIII. PROCESS
Find the fun Question the funIII. PROCESS
Find the fun Question the funIII. PROCESS
Usability Tests
Find the fun Question the fun UsabilityIII. PROCESS
Find the fun Question the fun UsabilityIII. PROCESS
Usability Tests
Seriously!!!
Find the fun Question the fun Usability!!!III. PROCESS
Find the fun Question the fun Usability!!!III. PROCESS
Polish the User’s
Experience
Find the fun Question the fun Usability! PolishingIII. PROCESS
Find the fun Question the fun Usability! PolishingIII. PROCESS
III. PROCESS Find the fun Question the fun Usability! Polishing
Make usability tests
While creating the
game, we:
Question the fun!
Look for core fun
Polish the UX
IV. Getting the MAX
Post-release is the
key
Post-releaseIV. GET THE MAX
2010
OCT
2011
MAR
2013
SEP
Concept
Work on the Live product
Launch
Diamond Dash
Facebook
Post-releaseIV. GET THE MAX
IV. GET THE MAX Post-release
Analytics
Post-release AnalyticsIV. GET THE MAX
Post-release AnalyticsIV. GET THE MAX
A/B tests
IV. GET THE MAX Post-release Analytics A/B Tests
A B
Post-release Analytics A/B TestsIV. GET THE MAX
Make A/B tests
To get the maximum
the game, we:
Analyze numbers
Work hard post-launch
III.
PROCESS
Find the fun Question fun Usability Polishing
IV. GET THE MAX Post-release Analytics A/B Tests
II. APPROACH F...
- Who?
- Why?
- How?
Questions?
Alexander Mamontov, Product Lead
We’re hiring!
wooga.com/jobs
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
Making the games played by millions: why, how and by whom? - Alexander mamontov - Wooga
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? - Alexander mamontov - Wooga

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

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

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