Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
5. Intro :: Why We’re Here
• About Austin Game Dev
• Austin, TX – One of the capitals of Indy Game Development
• Large Game Development Community
• Talented Game Developers and Artists making great games
6. Intro :: Why We’re Here
• Issue
• Not as much understanding of how to go from
“Game” to “Sellable Product”
• Scope of Issue
• Not just an Austin issue
… it’s a Global issue
7. Intro :: Why We’re Here
• New way of thinking
• Mindset: Making a game is like starting a startup
• Need different tools, strategies, and tactics for Business
• The game might be the product, but YOU are the business
“Your game is none of your business”
10. Navigating without a Map
• Talented game dev pours heart and soul into game
“Everyone will love it”
“Should do well”
• Sends social blast out to everyone
• Releases on Steam or App Store
… results are less than ideal
11. What If
• Knew the game filled a need for players?
• Found and got feedback from early adopters?
• Grew presence during development?
• Knew how many units to sell to cover costs?
• Used metrics to gauge traction before launch?
17. Lean Canvas ::
Customer
Target buyers / players
• Who needs your game?
Ideal Personas / Early
Adopters
• Demographics
• Willing to play
unfinished game, get
builds; give feedback
18. Lean Canvas ::
Problem
What problems / key
assumptions are you trying
to solve?
• “No good [X] games on
[Y] platform.”
Existing Alternatives
• Analogs: What games
are people currently
buying to fill need?
19. Lean Canvas ::
Unique Value
Proposition [UVP]
Why is your game
• Different or
Worth buying?
• Solving a problem over
other alternatives?
Finished Story Benefit
• What + How + Why
20. Lean Canvas ::
Solution
This is your game
Start with “Pitch Doc”
• Book: Game Design
[2nd Edition]
Bob Bates
Get validation before
beginning development
22. Lean Canvas ::
Channels
Inbound & Outbound
• How are you
positioning your game
in the market?
Channel Cost / Benefit
• Which generates the
most TRACTION?
• Which provides the
most VALUE?
23. Lean Canvas ::
Cost Structure
Money Going Out
List your Fixed Costs
• Rent, Bills, Utilities,
Hosting Fees
List your Variable Costs
• Software, Hardware,
Conferences, Business
Cards
24. Lean Canvas ::
Revenue Structure
Money Coming In
List Sources of Revenue
• Game Purchases
• Add-Ons, Expansions,
Micro-transactions
• Merchandise
• YouTube / Twitch
25. Lean Canvas ::
Key Metrics
Your metrics that matter
Dave McClure’s
Pirate Metrics
• Acquisition
• Activation
• Retention
• Referral
• Revenue
26. Lean Canvas ::
Key Metrics
Your metrics that matter
Dave McClure’s
Pirate Metrics
• Acquisition
• Activation
• Retention
• Referral
• Revenue
27. Lean Canvas ::
Unfair Advantage
What aspects of your
game cannot be easily
replicated or copied?
Why should customers
believe in you?
• Expert Game Dev?
• History of releases?
29. Navigating without a Map
• Talented game dev nearly completes game in isolation
• Shows game to family and friends
• Gets very little Action-Oriented feedback
• Still has to do a lot of rework
• Finishes game and releases on Steam or App Store
… results are less than ideal
30. What If
• Validated game idea before development?
• Knew the game was worth playing based on feedback
before the game was finished?
• Had quantifiable evidence of traction?
• Sold copies of the game before release?
• Confident going into launch?
33. Strategy
3 Phases of Game Creation
• Idea :: Game :: Product
Questions
• Do I have a Game worth creating?
• Do I have a Game that resonates with a sufficient market?
• Do I have a Product that is sellable and can meet Financial Goal?
34. Strategy
1st Step: Determine Initial Overall MSC for Product
• MSC = Minimum Success Criteria
Example
• Initial Overall MSC for Product is to reach $100K in sales in 1 year
• Plan is to sell game for $10 on Steam
• Need to sell 10,000 copies of game within a year
35. Strategy
2nd Step: Break down MSC across each Business Phase
Sales Trials Outreach
Product 10K 100K 1M
Game 1K 10K 100K
Idea 100 1K 10K
36. Strategy
3rd Step: Determine Strategy & MSC for each Phase
• Strategy will be different for each phase: Idea | Game | Product
• Goal is to test and validate your Strategy
• Important to LEARN if you ARE or are NOT on the right path
38. Strategy Plan ::
Current Condition
Regarding Business
• What phase is your
game currently in?
• Quantitative Stats:
• Sales / Pre-Orders
• Mail Sign-Ups
• Early Adopters
39. Strategy Plan ::
Analysis
Assumptions holding you
and your game back
• Wrong target players?
• Not enough retention /
referrals?
How does your game stack
up to other games?
Root Cause Analysis
40. Strategy Plan ::
Goal
Specific to Current Phase
• What is the Specific
Measurable Outcome?
• How long will this
Strategy be tested?
Example:
1000 Trials in 4 Months
41. Strategy Plan ::
Implementation
Outline for achieving goal
• How are you going to
get feedback and reach
valuable milestones?
Determine plan for
• What you will build
• Who you will reach
• What you will learn and
how it will be
measured
42. Strategy Plan ::
Follow-On Plans
If this Strategy works, then
What Comes Next?
What makes the most
sense for your game and
business?
• Expand Market?
• Add Revenue Streams?
45. Navigating without a Map
• Talented game dev doesn’t test the product
• How many people playing the game
• How long people play before dropping out
• How many people pre-purchasing the game
• Sounds out social blast and releases on Steam or App Store
… results are less than ideal
46. What If
• Knew – based on qualitative and quantitative results
• Right target audience and early adopters?
• Best channels for exposing game to market?
• Correct pricing for game?
• Game was ready to sell?
• Exactly what to do next?
49. Experiments
Lean Canvas & Strategy Sheet are Tools
USE the Tools by running Experiments
• Go out: Validate your assumptions
• Prove Right or Wrong
• Eliminate Wasteful Development
50. Experiments
Run 1-2 Week Experiments
• Address the Following Questions
• Are we targeting the right people?
• Does our game provide enough unique value?
• Is the price we’re asking for too little?
• Does our game address a significant enough need?
• Are we using the right channels?
55. Experiment Report ::
Validated Learning
What did you learn?
Interpret the results:
• Didn’t get what you
anticipated? Why?
• What is the impact?
Learning is THE KEY part
of running experiments
58. Experiments :: Moving Through Phases
After running experiments through strategy period:
• Did you hit strategy goals? Why or why not?
• Do you have enough to move onto next phase?
• Yes: New strategy for new phase
• No: New strategy with new goal meant to get to next business
development phase
59.
60. What If
• Business Plan
• Found and got feedback from early adopters?
• Knew how many units to sell to cover costs?
• Strategy
• Validated game idea before development?
• Experiments
• Best channels for exposing game to market?
• Exactly what to do next?
61. Take Action!
• Create Initial Canvas
• Create Initial Strategy
• Start Forming and
Running Experiments
Randall:
Current: Ops Mgr eyeQ
ProjMgr Austin games 2+ years
IGDA-Austin VP Jan 2015,
Recently started Grey Vulture: Biz & Prod resources for game devs
Story
Austin, TX – One of the capitals of Indy Game Development
What we’ve been seeing:
Talented Game Developers and Artists making great games
Limited to No business plan
Limited to No strategy
Limited to No launch plan, etc
Story
Austin, TX – One of the capitals of Indy Game Development
What we’ve been seeing:
Talented Game Developers and Artists making great games
Limited to No business plan
Limited to No strategy
Limited to No launch plan, etc
Story
Austin, TX – One of the capitals of Indy Game Development
What we’ve been seeing:
Talented Game Developers and Artists making great games
Limited to No business plan
Limited to No strategy
Limited to No launch plan, etc
Contents
Intro
Background
Why We’re Here
Goals
Solution
Lean Canvas
Strategy Phases
Experiments
Next Steps
Q&A
Solution
Contents
Intro
Background
Why We’re Here
Goals
Solution
Lean Canvas
Strategy Phases
Experiments
Next Steps
Q&A
Business Plan
Contents
Intro
Background
Why We’re Here
Goals
Solution
Lean Canvas
Strategy Phases
Experiments
Next Steps
Q&A
Alex Osterwalder created other Business Model Canvas
Has been adapted by other professionals:
Lean Canvas by Ash Maurya
MVP Canvas by Amy Jo Kim
For example data, we’ll be using “Roto Color Runners” as a case study
Developed by Brendan Votano – Director of Blue Volcano
Diffusion of Innovation Theory
Innovators, Early Adopters, Early Majority, Late Majority, Laggards
-Early Majority won’t buy until someone (early adopters) try it first
Competitors: what was their marketing/advertising & launch strategy? (blogs, podcasts, steam page, etc)
What worked? / What should you think about doing?
What didn’t work? / What should you avoid?
Antilogs: similar games that didn’t do well; why?
Tagline
“Blow away the dead and escape the apocalypse before your friends turn on you”
“Blow away the dead and escape the apocalypse before your friends turn on you”
High Concept, Genre, Gameplay, Features, Setting, Story, Target Audience, Hardware Platform, Estimated Schedule and Budget, Competitive Analysis, Team, Summary
Facebook, twitter, instagram? Meetups? Hackathons, game jams, conferences / conventions, expos, forms, email; forums; twitch
Inbound & Outbound
How are you reaching out to customers?
How can potential customers find you?
How are you positioning your game in the market?
Cost and benefit to each channel; which is generating more traction? Which provides the most value? How value defined?
Cost / Benefit
Which channel :
Generates the most TRACTION?
Provides the most VALUE?
Money Going Out
List your Fixed Costs
Rent
Bills
Utilities
Hosting Fees
Money Going Out
List your Variable Costs
Software
Hardware (games, etc)
Conferences
Business Cards
Acquisition
How many people are finding your game
Define: Viewed? Website? Downloaded?
Activation
How many people actually playing game?
Retention
How long are people playing? Why / Why not?
Define how long people should be playing
Referral
Are people telling others about your game?
What is the mechanism for people to tell others about your game? How make easy?
Revenue
How many customers are buying game?
How many viewers are watching play sessions?
Acquisition
How many people are finding your game
Define: Viewed? Website? Downloaded?
Activation
How many people actually playing game?
Retention
How long are people playing? Why / Why not?
Define how long people should be playing
Referral
Are people telling others about your game?
What is the mechanism for people to tell others about your game? How make easy?
Revenue
How many customers are buying game?
How many viewers are watching play sessions?
Standouts:
Customer: people who like to create and share content; have bought Rez; get involved with electronic music community
Problem / UVP: no electronic music games that allows players to create and share
Cost: led to creation of spreadsheet to track expenses – including conferences
Revenue: led to lots of questions; cost per #features; add-ons
Strategy
Contents
Intro
Background
Why We’re Here
Goals
Solution
Lean Canvas
Strategy Phases
Experiments
Next Steps
Q&A
Strategy Validation Plan by Ash Maurya
Root Cause Analysis
5 Whys
Developed by Sakichi Toyoda
Each level of “Why” presents a potential item to tackle
Implementation
Outline coarse game-plan for achieving goal
Determine plan for who you’re going to reach, what you want to learn, how you’re going to measure what you learn, and what you’re going to build
How are you going to get exposure for your game
What is the Implementation timeline details
What specific valuable milestones do you need to hit, and how are you going to hit them?
How are you going to rollout your game?
Standouts:
Game existed; goal to validate idea and market
Analysis: Root Causes for not spending ideal amt time on business side
Led to discussion and ideas on how best take advantage of conferences and festivals
Forms, message, specific demos, message, etc
Standouts:
This generated a lot of discussion
Roadmap of festivals, when to have vertical slice, collecting data
If successful, then when to have early access, potential kickstarter, potential release
Contents
Intro
Background
Why We’re Here
Goals
Solution
Lean Canvas
Strategy Phases
Experiments
Next Steps
Q&A
Experiments
Contents
Intro
Background
Why We’re Here
Goals
Solution
Lean Canvas
Strategy Phases
Experiments
Next Steps
Q&A
Experiment Report by Ash Maurya
Tools: Just because you downloaded Unity doesn’t make you a game developer. Just because you create a canvas and strategy doesn’t mean you have a business; you have to use the tools
Tools: Just because you downloaded Unity doesn’t make you a game developer. Just because you create a canvas and strategy doesn’t mean you have a business; you have to use the tools
Experiment Report [Ash Maurya]
What tests are we going to run?
Which tests potentially provide the most valuable info?
Estimate the outcome; doesn’t have to be precise; goal=learn
Each experiment should run 1 or 2 weeks; depending on how productive the team is, multip exper can run at same time
2-stages
Report; good name; time boxed
Standouts:
Testing pricing: cost per feature
Specific quantifiable goals: #new subscribers, followers, customers
Influences what will be built for CC – including capturing analytics
Not done: to be completed after CC; objectively look at results data to learn
Ideal worth making
Game worth playing
Product worth buying
Next Steps
Business Plan
Knew the game filled a need for players?
Found and got feedback from early adopters?
Grew presence during development?
Knew how many units to sell to cover costs?
Used metrics to gauge traction before launch?
Strategy
Validated game idea before development?
Knew the game was worth playing based on feedback before the game was finished?
Had quantifiable evidence of traction?
Sold copies of the game before release?
Confident going into launch?
-
Experiments
Knew – based on qualitative and quantitative results
Right target audience and early adopters?
Best channels for exposing game to market?
Correct pricing for game?
Game was ready to sell?
Exactly what to do next?