Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Bannin mobile march_2012_public


Published on

Mobile March 2012

  • Be the first to comment

  • Be the first to like this

Bannin mobile march_2012_public

  1. 1. From the Living Room to the Restroom Aaron Bannin Ben Sipe Jimi Van Guilder Nate Dykstra
  2. 2. Platform Marketshare
  3. 3. Shameless Promotion @rechargestudios @w3i
  4. 4. iOS Global Distribution
  5. 5. Category Popularity**iOS and Android
  6. 6. Indies vs. Major Publishers**iOS and Android
  7. 7. Freemium Overview in 2010
  8. 8. Freemium vs. Premium
  9. 9. Freemium vs. Premium
  10. 10. Games Category in Mobile**July 2011
  11. 11. Revenues in iOS - Sept 2011
  12. 12. Game DemosGame on?
  13. 13. Game DemosTrade Nations (Aaron/Ben) - Stereotypical mobile/social freemium game - Isometric resource management - Cooperative social mechanics - Very well balanced - Monetizes with Magic Beans for speed ups, special items, and moreDead Space (Aaron/Ben) - Unique gameplay for iOS - Successful console game - Hardcore gaming look and feel - Controls feel intuitive
  14. 14. Game DemosInfinity Blade (Ben/Jimi) - - Has the depth of a console game - Good cutscenes to show off the Unreal engine - Unique battling system that works well on mobileOrder & Choas (Ben/Jimi) - Clone of World of Warcraft - Solid MMO - Very good implementation of dynamic dual joysticks - Monetizes as a paid app, subscriptions, and virtual currencyDoodle Jump (Nate/Jimi) - Uses the accelerometer - Mechanic is unique to mobile devices
  15. 15. Game DemosCut the Rope (Nate/Jimi) - Great use of the touch screen - Very effective at progressively teaching the player- touch screen and tutorialTriple Town (Aaron/Jimi) - - Unique puzzler - Started on Facebook and moved to mobile - Smooth transition due to minimal inputs from playerFlick Homerun (Jimi/Nate) - Can be played in short increments - Can monetize through the use of powerups - Good job at making a sports game casual
  16. 16. Game DemosSuper Stickman Golf (Jimi/Nate) - Scalable level design - Because of the unique level designs, powerups are a core mechanic withinthe game - Synchronous multiplayerScramble with Friends (Aaron/Nate) - Best in class for using social - Asynchronous multiplayer (turn-based) - Can use preexisting graph or meet new players - Monetizes through powerups - Paying only gives you an advantage, it is not pay-to-winSlotomainia (Ben/Nate) - Light, mindless gameplay - Replicates the slot experience - Love/hate the Facebook integration