The document outlines a plan to develop a mobile game called 3Patti-Loot for traders in India. It discusses discovering the target audience, a Teen Patti card game as the inspiration, and building an MVP focused on single-hand gameplay. Market sizing shows a large addressable audience in India, Pakistan, and the US. Key features, a roadmap, and marketing plan are proposed to acquire and retain users cost-effectively. Initial launch metrics are provided but no revenue has been generated yet from the free-to-play game.
2. Executive Summary
In an accidental discovery on the streets of Chikpet our team
of Mobile Game developers discovered that a lot of the North-
Indian traders actually are idle and bored during lean hours of
wholesale trading, in the afternoon. When approached, we
figured out that offering them to connect with their friends
and family from their native land would be truly delightful to
them. We put together a plan to build a 3Patti Game for them.
3Patti-Loot is mobile version of one of the most commonly
played card game in India, Teen Patti. 3Patti-Loot comes with
6 different variation of the game.
3. ROI For Mobile Gaming
• Mobile Gaming is one the fastest growing segment
estimated to be a $1 billion market by 2020
• Top 10 grossing games in google play return 50% on
investment, and 20 -30 have an average return of 30%
• Mobile games are great vehicles for product placement,
many Bollywood movies launch games as part of creating
buzz
• Reliance Games, Moonfrog, Nazara and Zynga are most
popular game studios in India
4. Total Addressable Market
19 to 25 26 to 34 35 to 54
UnitedStates
86,46,292 1,07,28,720 1,88,76,606
Pakistan
30,32,285 93,26,820 66,26,400
India
82,60,000 3,23,00,000 10,66,00,000
Determined the major and minor segmentation
criteria and filled the population falling under
them in the corresponding matrix alongside
using resources from ZoomInfo to gather data.
Age
Total Addressable Market (TAM)
Country
20,43,97,123
Criteria selected for calculating TAM:
•Age groups between 19 to 25, 26 to 34 and 35 to 54 who play mobile games
intersecting with
•Population in India, Pakistan and United States who play mobile games
5. Total Serviceable Market
19 to 25 26 to 34 35 to 54
UnitedStates
86,46,292 1,07,28,720 1,88,76,606
Working
Class in India
13,89,00,000 working class people in India
Pakistan
30,32,285 93,26,820 66,26,400
Working
Class in
Pakistan
1,59,53,220 working class people in
Pakistan
India
82,60,000 3,23,00,000 10,66,00,000
Entire USA
and Youth of
India &
Pakistan
4,95,43,903 young adults in India &
Pakistan + entire mobile gaming
population in US
Market Segment Sizes
AgeCountry
Segment
6. Player Persona
“Happiness is being
able to play 3 Patti
with childhood
friends in Rajasthan”
Vinay Kumar: A Wholesale businessman originally from Rajasthan, having
a wholesale outlet for stationery items at Chikpet, Bangalore.
Age: 28
Motivations
Stay ahead of competition
Latest trends in his business
Spending time with family
Visiting native
Playing teen patti in free time
Listening to desi music
Pains
• Takes long time for turn to come
• Run out of chips very frequently
• Cannot play while at work
Gains
• Players should play only blind
• Should be able to borrow chips
from friends
Personality
Extrovert Introvert
Sensing Intuition
Thinking Feeling
Judging Perceiving
Technology
IT and Internet
Software
Mobile Apps
Social Networks
7.
8. Product Positioning
For casual game player on mobile
who wants to play with friends who are not in one
location
The offering Loot teen patti is a digital game, helps
friends and family to unite and play
The offering has ergonomic features like
Single hand ‘portrait mode’
12. Value Proposition for Loot
Bonus Games for Audience
Engagement
Game built in portrait mode, all
competitors have landscape mode.
Portrait mode is more flexible to
play.
13. Product Roadmap
Phase 1 - M1 Phase 2 - M2 Phase 3 - M3Component
Analysis
Optimization
Engagement
User
Acquisition
Monetization
A/B testing for major
dropoff points & bug
fixing, improve rating
GC store Frontend
D1 / D7 retention
funnel analysis &
production bug
tracking, CAC, rating,
Install:DAU
Leaderboards,
Chat/Messaging,
Image support in
discussion, Mark fav
topic
Ramp up user
acquisition campaign
D7 retention,
funnel analysis &
production bug
tracking, rating,
Install:DAU
A/B testing for major
dropoff points, bug
fixing, iPad
compatibility
Access to recently
played topics,
Like/don’t like topic,
Play this next
(recommendation)
Continue user
acquisition in small
amounts
GoldCoin (GC) Store
Backend
Super Simple
Tournaments
D7 / D15 retention,
session length, no. of
paying users, CAC,
rating, DAU
Improve engagement,
Optimize build size
Super Simple
Tournaments, GC
reward for Levelup &
Badges
Sustenance campaign
with Non-incent only
Powerups Backend
D7 / D15 / D30,
session length,
ARPDAU, CAC,
rating, DAU
Improve ARPDAU,
reduce CAC
Continue sustenance
with good quality
user
GC reward for Daily
Login, More badges &
Topic selection for
Multiplayer mode
D7 / D15 / D30,
ARPDAU, LTV, CAC,
rating, DAU
Improve ARPDAU,
reduce CAC, (Target:
LTV > CAC)
Ramp up acquisition
campaigns
Weekly Tournaments
& Powerups Frontend
Weekly Tournaments
& Powerups Frontend
D1 retention &
production bug
tracking
Production bug fixing
Firebase invites
14. Media Consumption
YouTube
Hindi News paper app
Hot star for movies/content
Facebook
● Popular Mobile Games
○ Candy Crush
○ Card Games
○ Clash Of Clan
15. Monthly Marketing Plan
Stage 1: 14 Days - Rank Booster by Rapidly Purchasing Low Cost Users
Total Spend: $30,000 Total Users: 50,000
Targeted AppStore Rank: Top 15 in Games > Cards
Stage 2: 7 days Incremental Downloads Due To Boost In Rank + Purchasing Good Quality
Users
Stage 3: 9 Days Sustenance Campaign
90% Incent + 10% Non-Incent + Non-Paid Promotions
50% Incent + 50% Non-Incent + Non-Paid Promotions
100% Incent + Non-Paid Promotions