SlideShare a Scribd company logo
1 of 18
INTO THE DARKNESS
FIGURING OUT WHAT THEY ACTUALLY WANT
Vladimir Funtikov | CEO
THE NECESSARY INTRO SLIDE
 Founded in 2010 in Tallinn, Estonia
 Team of ~100
 30+ titles
 270+ million downloads incl. 30+ with 3rd-party games
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
2
WHY (F2P) GAME DEVELOPMENT SUCKS
 We are not solving a SPECIFIC problem by designing a game.
 We are building works of art that are expected to function like businesses.
 We don’t know what the players want.
 Players don’t know what they want.
 We actually need to know what they WILL want X months from now.
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
3
STEP 1: SANITY CHECK
 Prerequisite: have people in the team play different games, talk about it,
be proud of it.
 Internal playtest / concept evaluation – does it look/sound fun?
 Do you imagine anyone playing it for 2 years?
 Do you imagine anyone spending $10’000 in IAP?
 Do you imagine anyone recommending it to 3 friends?
 Due diligence: what’s the competition like (performance, brand power, SWOT)
 Brands don’t save from mediocrity.
 Due diligence: is it a clone?
 Does the original have critical flaws that this game will fix?
 Is it so much better than don’t want to play the original anymore, ever?
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
4
LOWEST COMMON DENOMINATOR
(AKA “THINGS THAT DON’T LOOK LIKE A BIG DEAL BUT WILL RUIN OUR LIFE”)
What we think
 There are technological
challenges that we will surely
figure out with so much time on
our hands.
 This IP is not a great fit, but it’s
really hot right now, so we’ll make
it work.
 Our artist is not crazy about the
concept, but he will adjust.
 We will introduce this audience to
a completely new genre/theme.
 We’ve don’t know if it will
monetize well, but we’ll dissect a
successful rival and copy their
tactics.
What it means
 Game will launch late, look like
crap, run slow, cost a fortune to
maintain, and you will never fix
this s#!t.
 Game will fail and you will forever
blame yourself for destroying a
perfectly good IP.
 Our artist will keep doing what he
likes and the product will have to
adjust.
 Audience will introduce us to the
meaning of product/market misfit.
 Even the makers of the
successful rival don’t really know
why it’s monetizing so well.
12-02-2016 5
VERY VERY LONG PRESENTATION NAME
STEP 2: EXTERNAL PLAYTESTING
 Focus group = target audience (age, gender, nationality, hobbies)
 30-60 minutes worth of gameplay in demo (more hardcore = more time)
 Goals > data
 60% preparation, 30% analysis, 10% playtest
 Emotions + gameplay footage + questionnaires
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
6
STEP 2: EXTERNAL PLAYTESTING
 Typical questions after 5/30 mins:
 Would you like to continue playing (why/why not)?
 What’s the goal of the game?
 How do you like the controls/UI?
 Typical questions after the test:
 Would you like to continue playing (why/why not)?
 What’s the goal of the game?
 [Very Specific Question re: one of the key mechanics in open and closed form]
 Would you recommend it to your friends?
 What you loved? What you hated?
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
7
STEP 3: SOFT-LAUNCH Q&A
 Q: Where do you soft-launch?
A: In the target market.
 Q: iTunes, Play, or That Awesome New Platform That Will Soon Be Huge?
A: Play, because it’s easier.
 Q: How much gameplay there needs to be?
A: As much as it takes to convert the player we design for.
 Q: Plans for UA?
A: Push, cross-promo or targeted depending on what we need to test most.
 Q: Metrics to look out for?
A: ARPU, short-term retention, session length/frequency, conversion, review score.
 Q: How long does it take?
A: As long as it takes.
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
8
PERFORMANCE CAN IMPROVE A LOT
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
9
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Net sales, EUR
Net profit, EUR
IF YOU HAVE THE TIME AND THE MONEY
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
10
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Net sales, EUR
Net profit, EUR
Launch
STEP 4: THREE (5, 10) YEARS AFTER
 Set measurable, realistic goals, define timeframes
 Benchmark the KPIs and choose what you need to improve
 D1>=50% D7>=25% D28>=12% (mind the source!)
 ARPU > CPI @ X installs/day
 Conversion to installs
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
11
A WORD ON CONVERSION
 Conversion vs file size:
 <= 50 MB – 19%
 >50 MB – 13%
(sample of 14 games, 200k~6000k page views, 20~350 MB)
 Conversion vs review score
 No correlation if score is between 3.9 and 4.6 (although it might influence the number of
page views).
 FYI, “rate us” = +0.2~0.3★
12-02-2016
VERY VERY LONG PRESENTATION NAME
12
ONE MORE WORD ON CONVERSION
 Google Play Experiments = free and fun way to make more money
12-02-2016
VERY VERY LONG PRESENTATION NAME
13
ONE MORE WORD ON CONVERSION
 Google Play Experiments = free and fun way to make more money
12-02-2016
VERY VERY LONG PRESENTATION NAME
14
11,174 6,774
A WORD ON CONVERSION
 Conversion vs file size:
 <= 50 MB – 19%
 >50 MB – 13%
(sample of 14 games, 200k~6000k page views, 20~350 MB)
 Conversion vs review score
 No correlation if score is between 3.9★ and 4.6★ (although it might influence the number of
page views).
 FYI, “rate us” = +0.2~0.3★
 A/B test everything. Have an experiment roadmap. Formulate theories, record
outcomes.
 Don’t forget to make sure you’re working with data from similar sources
12-02-2016
VERY VERY LONG PRESENTATION NAME
15
STEP 4: THREE (5, 10) YEARS AFTER
 Set measurable, realistic goals, define timeframes
 Benchmark the KPIs and choose what you need to improve
 D1>=50% D7>=25% D28>=12% (mind the source!)
 ARPU > CPI @ X installs/day
 Conversion to installs
 Prioritization is the most important job
 Maintain your backlog
 Keep it in front of the elite players, incorporate their feedback
 Rank based on expected impact on acquisition/retention/ARPU and difficulty
 Pick one epic feature, throw in new content, add something for the fans, fill the rest with
fixes
 Define expectations, measure KPIs before and after
 Review results, review goals, define new objectives, rinse and repeat
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
16
VOICE OF THE PEOPLE
 Players are alarm bells, not visionaries
 Process comments and emails daily , use dedicated software (Helpshif, Zendesk)
& APIs
 Have customer support play games and attend team meetings
 Have a protocol for communication between customer support and dev team
 Identify elite players ($ spent, time in game, social influence), talk to them in
private
 The larger the group, the lower its IQ
 They are important – let them know
 Validate ideas, don’t ask for guidance
12-02-2016
INTO THE DARKNESS: Figuring out what they actually want
17
GL&HF!
Vladimir Funtikov vladimir@creative-mobile.com
VladF_cm
12-02-2016 18
VERY VERY LONG PRESENTATION NAME

More Related Content

Viewers also liked

Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G...
 Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G... Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G...
Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G...Jessica Tams
 
Farming & Fishermen: The Future of Free-to-Play | Aaron Loeb
Farming & Fishermen: The Future of Free-to-Play | Aaron LoebFarming & Fishermen: The Future of Free-to-Play | Aaron Loeb
Farming & Fishermen: The Future of Free-to-Play | Aaron LoebJessica Tams
 
Acumen Report 2016: The Video Diet | Alissa Brodsky
Acumen Report 2016: The Video Diet | Alissa BrodskyAcumen Report 2016: The Video Diet | Alissa Brodsky
Acumen Report 2016: The Video Diet | Alissa BrodskyJessica Tams
 
My Life in Games | Ed Fries
My Life in Games | Ed FriesMy Life in Games | Ed Fries
My Life in Games | Ed FriesJessica Tams
 
Supercharge Your Game with Unity Ads & Unity Analytics | Angelo Ferro
Supercharge Your Game with Unity Ads & Unity Analytics | Angelo FerroSupercharge Your Game with Unity Ads & Unity Analytics | Angelo Ferro
Supercharge Your Game with Unity Ads & Unity Analytics | Angelo FerroJessica Tams
 
Why Champions Create Winning Games | Daniel Persson
Why Champions Create Winning Games | Daniel PerssonWhy Champions Create Winning Games | Daniel Persson
Why Champions Create Winning Games | Daniel PerssonJessica Tams
 
Casual Competitive – Multiplayer for the Masses | Daniel Kromand
Casual Competitive – Multiplayer for the Masses | Daniel KromandCasual Competitive – Multiplayer for the Masses | Daniel Kromand
Casual Competitive – Multiplayer for the Masses | Daniel KromandJessica Tams
 
Your Game is None of Your Business | Randall Robbins
Your Game is None of Your Business | Randall RobbinsYour Game is None of Your Business | Randall Robbins
Your Game is None of Your Business | Randall RobbinsJessica Tams
 
Pay for Pleasure, Not Pain | Greg Costikyan
Pay for Pleasure, Not Pain | Greg CostikyanPay for Pleasure, Not Pain | Greg Costikyan
Pay for Pleasure, Not Pain | Greg CostikyanJessica Tams
 
Leveling Up Your App Economy | Ian Atkinson
Leveling Up Your App Economy | Ian AtkinsonLeveling Up Your App Economy | Ian Atkinson
Leveling Up Your App Economy | Ian AtkinsonJessica Tams
 
The Democratization of Game Promotion | Jason Akel
The Democratization of Game Promotion | Jason AkelThe Democratization of Game Promotion | Jason Akel
The Democratization of Game Promotion | Jason AkelJessica Tams
 
The Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy Bendov
The Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy BendovThe Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy Bendov
The Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy BendovJessica Tams
 

Viewers also liked (12)

Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G...
 Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G... Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G...
Engaging Users on Messaging Platforms with Digital Stickers and Chatbots | G...
 
Farming & Fishermen: The Future of Free-to-Play | Aaron Loeb
Farming & Fishermen: The Future of Free-to-Play | Aaron LoebFarming & Fishermen: The Future of Free-to-Play | Aaron Loeb
Farming & Fishermen: The Future of Free-to-Play | Aaron Loeb
 
Acumen Report 2016: The Video Diet | Alissa Brodsky
Acumen Report 2016: The Video Diet | Alissa BrodskyAcumen Report 2016: The Video Diet | Alissa Brodsky
Acumen Report 2016: The Video Diet | Alissa Brodsky
 
My Life in Games | Ed Fries
My Life in Games | Ed FriesMy Life in Games | Ed Fries
My Life in Games | Ed Fries
 
Supercharge Your Game with Unity Ads & Unity Analytics | Angelo Ferro
Supercharge Your Game with Unity Ads & Unity Analytics | Angelo FerroSupercharge Your Game with Unity Ads & Unity Analytics | Angelo Ferro
Supercharge Your Game with Unity Ads & Unity Analytics | Angelo Ferro
 
Why Champions Create Winning Games | Daniel Persson
Why Champions Create Winning Games | Daniel PerssonWhy Champions Create Winning Games | Daniel Persson
Why Champions Create Winning Games | Daniel Persson
 
Casual Competitive – Multiplayer for the Masses | Daniel Kromand
Casual Competitive – Multiplayer for the Masses | Daniel KromandCasual Competitive – Multiplayer for the Masses | Daniel Kromand
Casual Competitive – Multiplayer for the Masses | Daniel Kromand
 
Your Game is None of Your Business | Randall Robbins
Your Game is None of Your Business | Randall RobbinsYour Game is None of Your Business | Randall Robbins
Your Game is None of Your Business | Randall Robbins
 
Pay for Pleasure, Not Pain | Greg Costikyan
Pay for Pleasure, Not Pain | Greg CostikyanPay for Pleasure, Not Pain | Greg Costikyan
Pay for Pleasure, Not Pain | Greg Costikyan
 
Leveling Up Your App Economy | Ian Atkinson
Leveling Up Your App Economy | Ian AtkinsonLeveling Up Your App Economy | Ian Atkinson
Leveling Up Your App Economy | Ian Atkinson
 
The Democratization of Game Promotion | Jason Akel
The Democratization of Game Promotion | Jason AkelThe Democratization of Game Promotion | Jason Akel
The Democratization of Game Promotion | Jason Akel
 
The Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy Bendov
The Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy BendovThe Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy Bendov
The Top 10 Lessons We Learned Moving Our Mobile Game to VR | Guy Bendov
 

Similar to Into The Darkness | Vladimir Funtikov

[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptxDataScienceConferenc1
 
Building sustainable indie studio in 2018
Building sustainable indie studio in 2018Building sustainable indie studio in 2018
Building sustainable indie studio in 2018Kris Nurwono
 
How To Prioritize a Portfolio Using Innovation Games
How To Prioritize a Portfolio Using Innovation GamesHow To Prioritize a Portfolio Using Innovation Games
How To Prioritize a Portfolio Using Innovation GamesLuke Hohmann
 
Soft launching a game - from dev and marketing perspective. TapTap Games case...
Soft launching a game - from dev and marketing perspective. TapTap Games case...Soft launching a game - from dev and marketing perspective. TapTap Games case...
Soft launching a game - from dev and marketing perspective. TapTap Games case...GameCamp
 
Burst Igda Presentation 61409
Burst Igda Presentation 61409Burst Igda Presentation 61409
Burst Igda Presentation 61409igda.philly
 
Serendipity by Design - IxD S. America 13
Serendipity by Design - IxD S. America 13Serendipity by Design - IxD S. America 13
Serendipity by Design - IxD S. America 13Dave Malouf
 
Boston games forum universal design lessons - dave bisceglia
Boston games forum   universal design lessons - dave biscegliaBoston games forum   universal design lessons - dave bisceglia
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
 
Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...Almog Koren
 
Webperfdays2014 movistar tv
Webperfdays2014 movistar tvWebperfdays2014 movistar tv
Webperfdays2014 movistar tvAlmudena Vivanco
 
Universal Design Lessons - Boston Games Forum
Universal Design Lessons - Boston Games ForumUniversal Design Lessons - Boston Games Forum
Universal Design Lessons - Boston Games ForumDave Bisceglia
 
Product Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct School
 
Bringing a 7 Year Old Game Back to Life | Tim Shepherd
Bringing a 7 Year Old Game Back to Life | Tim ShepherdBringing a 7 Year Old Game Back to Life | Tim Shepherd
Bringing a 7 Year Old Game Back to Life | Tim ShepherdJessica Tams
 
Intro 2 gaming - Gaming kao biznis - 03.10.2019.
Intro 2 gaming - Gaming kao biznis - 03.10.2019.Intro 2 gaming - Gaming kao biznis - 03.10.2019.
Intro 2 gaming - Gaming kao biznis - 03.10.2019.Nordeus Hub
 
How to make a profitable game under $3k
How to make a profitable game under $3kHow to make a profitable game under $3k
How to make a profitable game under $3kAlexey Uslavtsev
 
GIAF UK: Spring 2015
GIAF UK: Spring 2015 GIAF UK: Spring 2015
GIAF UK: Spring 2015 deltaDNA
 
Effective Testing of Free-to-Play Games
Effective Testing of Free-to-Play GamesEffective Testing of Free-to-Play Games
Effective Testing of Free-to-Play Gamesemily_greer
 
Indie Analytics - PG Connects London
Indie Analytics - PG Connects LondonIndie Analytics - PG Connects London
Indie Analytics - PG Connects LondonSebastian Lindén
 

Similar to Into The Darkness | Vladimir Funtikov (20)

IDEA Colombia 3.0 Games Industry Keynote - September 2015
IDEA Colombia 3.0 Games Industry Keynote - September 2015IDEA Colombia 3.0 Games Industry Keynote - September 2015
IDEA Colombia 3.0 Games Industry Keynote - September 2015
 
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
 
Building sustainable indie studio in 2018
Building sustainable indie studio in 2018Building sustainable indie studio in 2018
Building sustainable indie studio in 2018
 
How To Prioritize a Portfolio Using Innovation Games
How To Prioritize a Portfolio Using Innovation GamesHow To Prioritize a Portfolio Using Innovation Games
How To Prioritize a Portfolio Using Innovation Games
 
Soft launching a game - from dev and marketing perspective. TapTap Games case...
Soft launching a game - from dev and marketing perspective. TapTap Games case...Soft launching a game - from dev and marketing perspective. TapTap Games case...
Soft launching a game - from dev and marketing perspective. TapTap Games case...
 
Burst Igda Presentation 61409
Burst Igda Presentation 61409Burst Igda Presentation 61409
Burst Igda Presentation 61409
 
Serendipity by Design - IxD S. America 13
Serendipity by Design - IxD S. America 13Serendipity by Design - IxD S. America 13
Serendipity by Design - IxD S. America 13
 
Boston games forum universal design lessons - dave bisceglia
Boston games forum   universal design lessons - dave biscegliaBoston games forum   universal design lessons - dave bisceglia
Boston games forum universal design lessons - dave bisceglia
 
Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...
 
Webperfdays2014 movistar tv
Webperfdays2014 movistar tvWebperfdays2014 movistar tv
Webperfdays2014 movistar tv
 
Universal Design Lessons - Boston Games Forum
Universal Design Lessons - Boston Games ForumUniversal Design Lessons - Boston Games Forum
Universal Design Lessons - Boston Games Forum
 
Product Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PM
 
Bringing a 7 Year Old Game Back to Life | Tim Shepherd
Bringing a 7 Year Old Game Back to Life | Tim ShepherdBringing a 7 Year Old Game Back to Life | Tim Shepherd
Bringing a 7 Year Old Game Back to Life | Tim Shepherd
 
Intro 2 gaming - Gaming kao biznis - 03.10.2019.
Intro 2 gaming - Gaming kao biznis - 03.10.2019.Intro 2 gaming - Gaming kao biznis - 03.10.2019.
Intro 2 gaming - Gaming kao biznis - 03.10.2019.
 
How to make a profitable game under $3k
How to make a profitable game under $3kHow to make a profitable game under $3k
How to make a profitable game under $3k
 
GIAF UK: Spring 2015
GIAF UK: Spring 2015 GIAF UK: Spring 2015
GIAF UK: Spring 2015
 
Effective Testing of Free-to-Play Games
Effective Testing of Free-to-Play GamesEffective Testing of Free-to-Play Games
Effective Testing of Free-to-Play Games
 
Online Gaming
Online GamingOnline Gaming
Online Gaming
 
LO2 - Lesson 7 - Feedback
LO2 - Lesson 7 - FeedbackLO2 - Lesson 7 - Feedback
LO2 - Lesson 7 - Feedback
 
Indie Analytics - PG Connects London
Indie Analytics - PG Connects LondonIndie Analytics - PG Connects London
Indie Analytics - PG Connects London
 

More from Jessica Tams

You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan Dunn
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnYou Only Pitch Once – Getting Game Pitches Right The First Time | Gregan Dunn
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
 
Insights You Need to Win in Mobile Gaming | Herman Lee
Insights You Need to Win in Mobile Gaming | Herman LeeInsights You Need to Win in Mobile Gaming | Herman Lee
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
 
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Jessica Tams
 
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’Donoghue
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueSucceeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’Donoghue
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
 
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
 
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
 
The rise of the regulators | Paul Gardner
The rise of the regulators | Paul GardnerThe rise of the regulators | Paul Gardner
The rise of the regulators | Paul GardnerJessica Tams
 
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
 
Epic Team Principles | Roman Zorin
Epic Team Principles | Roman ZorinEpic Team Principles | Roman Zorin
Epic Team Principles | Roman ZorinJessica Tams
 
10 Years of Angry Birds | Stephen Porter
10 Years of Angry Birds | Stephen Porter10 Years of Angry Birds | Stephen Porter
10 Years of Angry Birds | Stephen PorterJessica Tams
 
Game Changers: Three Business Disruptions Upon Us | Eric Goldberg
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergGame Changers: Three Business Disruptions Upon Us | Eric Goldberg
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
 
Understanding Mobile Game Players | Saad Hameed
Understanding Mobile Game Players | Saad HameedUnderstanding Mobile Game Players | Saad Hameed
Understanding Mobile Game Players | Saad HameedJessica Tams
 
Soft Launch Planning and Management | Dylan Tredrea
Soft Launch Planning and Management | Dylan TredreaSoft Launch Planning and Management | Dylan Tredrea
Soft Launch Planning and Management | Dylan TredreaJessica Tams
 
1 Million Years of Audience Watch Time | James Beaven
1 Million Years of Audience Watch Time | James Beaven1 Million Years of Audience Watch Time | James Beaven
1 Million Years of Audience Watch Time | James BeavenJessica Tams
 
Accessible Reality | Trevor Blom
Accessible Reality | Trevor BlomAccessible Reality | Trevor Blom
Accessible Reality | Trevor BlomJessica Tams
 
Maximizing App Monetization: 5 Uncommon Tips | Rémy Cottin
Maximizing App Monetization: 5 Uncommon Tips | Rémy CottinMaximizing App Monetization: 5 Uncommon Tips | Rémy Cottin
Maximizing App Monetization: 5 Uncommon Tips | Rémy CottinJessica Tams
 
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Jessica Tams
 
Commercial and Contractual Stability in Esports | Adam Whyte
Commercial and Contractual Stability in Esports | Adam WhyteCommercial and Contractual Stability in Esports | Adam Whyte
Commercial and Contractual Stability in Esports | Adam WhyteJessica Tams
 
Playtika's growth by change | Boaz Levin
Playtika's growth by change | Boaz LevinPlaytika's growth by change | Boaz Levin
Playtika's growth by change | Boaz LevinJessica Tams
 
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
 

More from Jessica Tams (20)

You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan Dunn
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnYou Only Pitch Once – Getting Game Pitches Right The First Time | Gregan Dunn
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan Dunn
 
Insights You Need to Win in Mobile Gaming | Herman Lee
Insights You Need to Win in Mobile Gaming | Herman LeeInsights You Need to Win in Mobile Gaming | Herman Lee
Insights You Need to Win in Mobile Gaming | Herman Lee
 
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...
 
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’Donoghue
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueSucceeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’Donoghue
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’Donoghue
 
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...
 
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
 
The rise of the regulators | Paul Gardner
The rise of the regulators | Paul GardnerThe rise of the regulators | Paul Gardner
The rise of the regulators | Paul Gardner
 
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...
 
Epic Team Principles | Roman Zorin
Epic Team Principles | Roman ZorinEpic Team Principles | Roman Zorin
Epic Team Principles | Roman Zorin
 
10 Years of Angry Birds | Stephen Porter
10 Years of Angry Birds | Stephen Porter10 Years of Angry Birds | Stephen Porter
10 Years of Angry Birds | Stephen Porter
 
Game Changers: Three Business Disruptions Upon Us | Eric Goldberg
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergGame Changers: Three Business Disruptions Upon Us | Eric Goldberg
Game Changers: Three Business Disruptions Upon Us | Eric Goldberg
 
Understanding Mobile Game Players | Saad Hameed
Understanding Mobile Game Players | Saad HameedUnderstanding Mobile Game Players | Saad Hameed
Understanding Mobile Game Players | Saad Hameed
 
Soft Launch Planning and Management | Dylan Tredrea
Soft Launch Planning and Management | Dylan TredreaSoft Launch Planning and Management | Dylan Tredrea
Soft Launch Planning and Management | Dylan Tredrea
 
1 Million Years of Audience Watch Time | James Beaven
1 Million Years of Audience Watch Time | James Beaven1 Million Years of Audience Watch Time | James Beaven
1 Million Years of Audience Watch Time | James Beaven
 
Accessible Reality | Trevor Blom
Accessible Reality | Trevor BlomAccessible Reality | Trevor Blom
Accessible Reality | Trevor Blom
 
Maximizing App Monetization: 5 Uncommon Tips | Rémy Cottin
Maximizing App Monetization: 5 Uncommon Tips | Rémy CottinMaximizing App Monetization: 5 Uncommon Tips | Rémy Cottin
Maximizing App Monetization: 5 Uncommon Tips | Rémy Cottin
 
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...
 
Commercial and Contractual Stability in Esports | Adam Whyte
Commercial and Contractual Stability in Esports | Adam WhyteCommercial and Contractual Stability in Esports | Adam Whyte
Commercial and Contractual Stability in Esports | Adam Whyte
 
Playtika's growth by change | Boaz Levin
Playtika's growth by change | Boaz LevinPlaytika's growth by change | Boaz Levin
Playtika's growth by change | Boaz Levin
 
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...
 

Recently uploaded

Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
Slack Application Development 101 Slides
Slack Application Development 101 SlidesSlack Application Development 101 Slides
Slack Application Development 101 Slidespraypatel2
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfEnterprise Knowledge
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...apidays
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slidevu2urc
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?Igalia
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonAnna Loughnan Colquhoun
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsMaria Levchenko
 
Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and MythsArtificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and MythsJoaquim Jorge
 
CNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of ServiceCNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of Servicegiselly40
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptxHampshireHUG
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...Neo4j
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdfhans926745
 
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUnderstanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUK Journal
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationSafe Software
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfsudhanshuwaghmare1
 
A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024Results
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)Gabriella Davis
 

Recently uploaded (20)

Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Slack Application Development 101 Slides
Slack Application Development 101 SlidesSlack Application Development 101 Slides
Slack Application Development 101 Slides
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 
Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and MythsArtificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and Myths
 
CNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of ServiceCNv6 Instructor Chapter 6 Quality of Service
CNv6 Instructor Chapter 6 Quality of Service
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
 
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdfUnderstanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
 
A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024A Call to Action for Generative AI in 2024
A Call to Action for Generative AI in 2024
 
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)
 

Into The Darkness | Vladimir Funtikov

  • 1. INTO THE DARKNESS FIGURING OUT WHAT THEY ACTUALLY WANT Vladimir Funtikov | CEO
  • 2. THE NECESSARY INTRO SLIDE  Founded in 2010 in Tallinn, Estonia  Team of ~100  30+ titles  270+ million downloads incl. 30+ with 3rd-party games 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 2
  • 3. WHY (F2P) GAME DEVELOPMENT SUCKS  We are not solving a SPECIFIC problem by designing a game.  We are building works of art that are expected to function like businesses.  We don’t know what the players want.  Players don’t know what they want.  We actually need to know what they WILL want X months from now. 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 3
  • 4. STEP 1: SANITY CHECK  Prerequisite: have people in the team play different games, talk about it, be proud of it.  Internal playtest / concept evaluation – does it look/sound fun?  Do you imagine anyone playing it for 2 years?  Do you imagine anyone spending $10’000 in IAP?  Do you imagine anyone recommending it to 3 friends?  Due diligence: what’s the competition like (performance, brand power, SWOT)  Brands don’t save from mediocrity.  Due diligence: is it a clone?  Does the original have critical flaws that this game will fix?  Is it so much better than don’t want to play the original anymore, ever? 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 4
  • 5. LOWEST COMMON DENOMINATOR (AKA “THINGS THAT DON’T LOOK LIKE A BIG DEAL BUT WILL RUIN OUR LIFE”) What we think  There are technological challenges that we will surely figure out with so much time on our hands.  This IP is not a great fit, but it’s really hot right now, so we’ll make it work.  Our artist is not crazy about the concept, but he will adjust.  We will introduce this audience to a completely new genre/theme.  We’ve don’t know if it will monetize well, but we’ll dissect a successful rival and copy their tactics. What it means  Game will launch late, look like crap, run slow, cost a fortune to maintain, and you will never fix this s#!t.  Game will fail and you will forever blame yourself for destroying a perfectly good IP.  Our artist will keep doing what he likes and the product will have to adjust.  Audience will introduce us to the meaning of product/market misfit.  Even the makers of the successful rival don’t really know why it’s monetizing so well. 12-02-2016 5 VERY VERY LONG PRESENTATION NAME
  • 6. STEP 2: EXTERNAL PLAYTESTING  Focus group = target audience (age, gender, nationality, hobbies)  30-60 minutes worth of gameplay in demo (more hardcore = more time)  Goals > data  60% preparation, 30% analysis, 10% playtest  Emotions + gameplay footage + questionnaires 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 6
  • 7. STEP 2: EXTERNAL PLAYTESTING  Typical questions after 5/30 mins:  Would you like to continue playing (why/why not)?  What’s the goal of the game?  How do you like the controls/UI?  Typical questions after the test:  Would you like to continue playing (why/why not)?  What’s the goal of the game?  [Very Specific Question re: one of the key mechanics in open and closed form]  Would you recommend it to your friends?  What you loved? What you hated? 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 7
  • 8. STEP 3: SOFT-LAUNCH Q&A  Q: Where do you soft-launch? A: In the target market.  Q: iTunes, Play, or That Awesome New Platform That Will Soon Be Huge? A: Play, because it’s easier.  Q: How much gameplay there needs to be? A: As much as it takes to convert the player we design for.  Q: Plans for UA? A: Push, cross-promo or targeted depending on what we need to test most.  Q: Metrics to look out for? A: ARPU, short-term retention, session length/frequency, conversion, review score.  Q: How long does it take? A: As long as it takes. 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 8
  • 9. PERFORMANCE CAN IMPROVE A LOT 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 Net sales, EUR Net profit, EUR
  • 10. IF YOU HAVE THE TIME AND THE MONEY 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 Net sales, EUR Net profit, EUR Launch
  • 11. STEP 4: THREE (5, 10) YEARS AFTER  Set measurable, realistic goals, define timeframes  Benchmark the KPIs and choose what you need to improve  D1>=50% D7>=25% D28>=12% (mind the source!)  ARPU > CPI @ X installs/day  Conversion to installs 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 11
  • 12. A WORD ON CONVERSION  Conversion vs file size:  <= 50 MB – 19%  >50 MB – 13% (sample of 14 games, 200k~6000k page views, 20~350 MB)  Conversion vs review score  No correlation if score is between 3.9 and 4.6 (although it might influence the number of page views).  FYI, “rate us” = +0.2~0.3★ 12-02-2016 VERY VERY LONG PRESENTATION NAME 12
  • 13. ONE MORE WORD ON CONVERSION  Google Play Experiments = free and fun way to make more money 12-02-2016 VERY VERY LONG PRESENTATION NAME 13
  • 14. ONE MORE WORD ON CONVERSION  Google Play Experiments = free and fun way to make more money 12-02-2016 VERY VERY LONG PRESENTATION NAME 14 11,174 6,774
  • 15. A WORD ON CONVERSION  Conversion vs file size:  <= 50 MB – 19%  >50 MB – 13% (sample of 14 games, 200k~6000k page views, 20~350 MB)  Conversion vs review score  No correlation if score is between 3.9★ and 4.6★ (although it might influence the number of page views).  FYI, “rate us” = +0.2~0.3★  A/B test everything. Have an experiment roadmap. Formulate theories, record outcomes.  Don’t forget to make sure you’re working with data from similar sources 12-02-2016 VERY VERY LONG PRESENTATION NAME 15
  • 16. STEP 4: THREE (5, 10) YEARS AFTER  Set measurable, realistic goals, define timeframes  Benchmark the KPIs and choose what you need to improve  D1>=50% D7>=25% D28>=12% (mind the source!)  ARPU > CPI @ X installs/day  Conversion to installs  Prioritization is the most important job  Maintain your backlog  Keep it in front of the elite players, incorporate their feedback  Rank based on expected impact on acquisition/retention/ARPU and difficulty  Pick one epic feature, throw in new content, add something for the fans, fill the rest with fixes  Define expectations, measure KPIs before and after  Review results, review goals, define new objectives, rinse and repeat 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 16
  • 17. VOICE OF THE PEOPLE  Players are alarm bells, not visionaries  Process comments and emails daily , use dedicated software (Helpshif, Zendesk) & APIs  Have customer support play games and attend team meetings  Have a protocol for communication between customer support and dev team  Identify elite players ($ spent, time in game, social influence), talk to them in private  The larger the group, the lower its IQ  They are important – let them know  Validate ideas, don’t ask for guidance 12-02-2016 INTO THE DARKNESS: Figuring out what they actually want 17