Game Startup Competence Model


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What are important competences for game startups to be successful in global market?

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  • Earn enough money - Self sustainable - Company earns enough money to cower your expenses and pay salary to your teamPeople like,People play – are they different? How many? - 1MYou like what you do - develop your dream, life stileProfitable – 100%
  • Design - How to design engaging gameplay, understand playersMarketing - understanding and analyzing it + advertising, promotingNetworking – making contacts,Business thinking - business thinking and intelligence
  • Competition is harder-more business orientation is neededFree to play and Freemium-need to understand this business modelGame as a service-game design is differentUser acquisition more expensive -learn how to engage users is more critical
  • Cross platformGoogle GlassMore powerful mobile devices
  • Experts and Coaching – 20 min one-to-one mentoring is better than 1 day lecturePlaying and analyzing games - good examplesProject, problem and team based
  • Game Startup Competence Model

    1. 1. Game Startup Competences Martin Sillaots Tallinn University 13 May 2014
    2. 2. What competences game startups need to be a successful? How they have changed? How to achieve them?
    3. 3. 14 Mentors 7 Startups 21 together
    4. 4. Success What does it mean to be a successful game startup?
    5. 5. Independent, Investment, Last, Money, People like, People play, Potential, Profitable, Published, Repeat, Scale up, Value, Vision, Well known, You like what you do,
    6. 6. Skills What startups need to be successful?
    7. 7. Analytics, Art, Attract investors, Attract publishers, Business thinking, Communication, Design, Discoverability, Financial management, IP management, Management, Marketing, Monetization, Networking, Pitching, Programming, Publishing, Reaching, Selling, Team management, Understanding market
    8. 8. Abilities What startups need to be successful?
    9. 9. Able to grow, Able to learn, Considering, Creative, Enterprising, Flexible, Passionate, Persistence, Pragmatic, Self-honesty, Talented
    10. 10. What has changed? Past
    11. 11. Competition is harder, Free to play, Freemium, Game as a service, Game projects are bigger, Harder to find talents, Mobile platforms are evolving, Need to manage and understand your user base, New distribution channels, Publishing techniques are better accessible, Quality standards are higher, Self publishing is harder, User acquisition more expensive, Younger entrepreneurs
    12. 12. What will change? Future
    13. 13. Android fragmentation, Bigger teams, Closed customer communities, Consolidation, Cross media, Cross platform, Crowd sourcing, Different business models for app stores, Digest the free to play, Google Glass, Integrated business and game design, Investing in teams, not on games, IP value is recognized by banks, Market for companies, More difficult to hire people, More flexibility, More fragmented market, More powerful mobile devices, Moving from mobile to PC, Network of apps, New mechanisms for discovering games, New payment models, Oculus Rift, Paid application revenue will drop, Premium games become as a design object, Smart watches, Windows phone
    14. 14. How to achieve? Those competences
    15. 15. Be open, Company culture, by Doing, Dunno, Hire and outsource, Network, Read, Short time courses, Social events, Soft launch, University, Vendors
    16. 16. University? How to organize the study?
    17. 17. Applied, Case studies, Companies, Experts and Coaching, Learn by doing, Make and publish, Multi-curricular course design, Social events, Game jams, Playing and analyzing games, Project problem and team based, Real world clients, Specialization, Story based, Teach programming instead of philosophy, Teachers should have one foot in the industry
    18. 18. University? What subjects should belong to the curriculum?
    19. 19. 3D Modeling, Analytics, Art, Business, Design, Digital design, Documenting, Finances, Game as a service, Gamification, History of games, Incubator programs, Leadership, Marketing, Math for games, Monetizing, Production, Programming, Psychology, QA, Real time graphics, Sales, Sound, Team building, Unity C#, UX
    20. 20. Questionnaire
    21. 21. The End Martin Sillaots