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There are over 1,000 new mobile games released every week, yet only a small percentage of these become profitable, and far fewer become hits. In this talk, Sebastian Kriese, corporate development, details Wooga's approach to developing hit mobile games using the "Hit Filter." The approach sees the company create upwards of 40 prototypes a year, stopping most at various stages of production, and releasing only a handful they deem to have hit potential. Sebastian will talk about what it means to be in the business of killing games and why all projects are important to the company's success, even if they didn't quite have the X-factor.
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There are over 1,000 new mobile games released every week, yet only a small percentage of these become profitable, and far fewer become hits. In this talk, Sebastian Kriese, corporate development, details Wooga's approach to developing hit mobile games using the "Hit Filter." The approach sees the company create upwards of 40 prototypes a year, stopping most at various stages of production, and releasing only a handful they deem to have hit potential. Sebastian will talk about what it means to be in the business of killing games and why all projects are important to the company's success, even if they didn't quite have the X-factor.
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