Trailer Park Boys: Greasy Money is a highly successful mobile idle game that leverages a niche brand. Learn how and why we broke the rules and doubled the genre's typical revenue.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Riot Games Interview presentation Product launch planEdward Hwang
Though I failed to get the job as a product manager for SEA region after more than 10 interviews and hundreds of e-mails exchanged over a 6 months period, I still would like to share this slide that helped me get to the very last stage of the interview.
I made the slide within a week between interviews based on the request of the hiring manager to come up with a hypothetically scenario to launch a new product for Riot Games. The idea was to basically understand your skill-set and thinking process. And, of course to have something more solid to initiate a better communication during the interview process.
Anyways, I hope this helps if anyone is interviewing for a similar gaming company.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
「構造化IRFモデル」の改良版です。
The English version is here.
https://www.slideshare.net/satoshiido9/diagramming-fun-of-games-agential-structure-model-classifying-fun-exhausitively
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnSimon Hade
Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects.
For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
Dave Rohrl, Steve Meretzky, and Juan Gril discuss some of the most interesting games and trends in mobile design from 2017 and early 2018 in their annual GDC talk.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Riot Games Interview presentation Product launch planEdward Hwang
Though I failed to get the job as a product manager for SEA region after more than 10 interviews and hundreds of e-mails exchanged over a 6 months period, I still would like to share this slide that helped me get to the very last stage of the interview.
I made the slide within a week between interviews based on the request of the hiring manager to come up with a hypothetically scenario to launch a new product for Riot Games. The idea was to basically understand your skill-set and thinking process. And, of course to have something more solid to initiate a better communication during the interview process.
Anyways, I hope this helps if anyone is interviewing for a similar gaming company.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
「構造化IRFモデル」の改良版です。
The English version is here.
https://www.slideshare.net/satoshiido9/diagramming-fun-of-games-agential-structure-model-classifying-fun-exhausitively
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
Lean Live Ops - Free Your Devs (annotated edition) - Joe RaeburnSimon Hade
Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects.
For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
Dave Rohrl, Steve Meretzky, and Juan Gril discuss some of the most interesting games and trends in mobile design from 2017 and early 2018 in their annual GDC talk.
Sebastian talks analytics, specifically how indie game developers and small studios should look at analytics in different phases. For instance, when is it the right time to reach out to a publisher? Expect examples of retention rate from top indie game developers and explanations of the importance of the relationship with Apple and Google for small devs.
Gamenauts is a games developer/publisher based in the San Francisco Bay Area, founded in 2005 with a mission to explore new frontiers of fun.
Our portfolio consist of multiple hits in the casual games space and our PC & Mobile titles have been downloaded by over 20 million fans globally.
Charting our own course is a top priority in our mission and we’re fortunate to remain 100% independent & self-funded since launch.
We’re a strong advocate of game development in South East Asia and we’re especially passionate about working with indie games developers from the region.
In late 2012, we opened up our mobile publishing initiative to include more partners from South East Asia such as Menara Games, Kurechii Studio, Nightspade, etc.
Social Games in China - The New Import/Export Business!James Gwertzman
Slides from a GDC 2010 talk on social games in China.
For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values.
Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers?
PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online & social gaming in China, direct from PopCap's head of Asia/Pacific operations. Topics will include what's hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more.
Seeking Transcendence: Demystifying Transmedia for Game DevelopersRaphael van Lierop
[PLEASE REFER TO THE SPEAKER'S NOTES IN THE SLIDES or TRANSCRIPT in the SLIDESHARE VIEWER!] How & why to take a Transmedia approach to creating and nurturing entertainment IP, with a specific focus on video games and film. Presentation given by Raphael van Lierop (HELM Studio) and Zak Kadison (Blacklight Transmedia) at the Montreal International Game Summit, November 2012. | For more information about Raphael: www.linkedin.com/in/rvanlierop | For more information about Zak: www.linkedin.com/in/zakkadison
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Breaking the Rules of Idle Game Design in Trailer Park Boys: Greasy Money
1. BREAKING THE RULES OF IDLE GAMES IN
Jim Wagner
Producer
East Side Games
Dave Rohrl
Owner
Mobile Game Doctor LLC
2. DAVE ROHRL
Veteran designer, producer, and
studio leader
23 years industry experience
9 years free-to-play
Owner of Mobile Game Doctor, a free-to-
play design consulting agency
Outside designer on TPB
3. JIM WAGNER
Producer with 8 years
experience in mobile F2P.
East Side Games: Vancouver-based
mobile F2P studio: Bootstrapped and
Profitable.
Producer on TPB: Greasy Money.
Shipped on April 20, 2017.
Loves idle games.
4.
5. CHARTS
#1 App & Game in Canada
#4 Game in the US - iOS
#8 Game in the US - Android
*Stats from App Annie on May 18
6. The most Canadian
collaboration ever.
Mockumentary about sh*tty, Canadian
criminals in a Nova Scotia trailer park.
Debuted in 2001 on a Canadian specialty
channel.
Revived on Netflix and discovered a new
audience.
7. TPB v1
Many grey hairs ago…
Idle tapper where you steal meat, siphon
gas while smoking, and flip off authority
figures.
Common idle conventions: resets,
ascension currency, cash upgrades, etc.
Everything to everyone.
Steaming pile of poop.
8. TPB: A NEW HOPE
Let’s try this again.
Reinvented as an idle simulation game.
Redefined our audience as the superfans
of the show.
Stakes were higher, we couldn’t just
make another cookie cutter idle game.
Dave came on to help us nail it.
19. TPB and CHILL.
“What happens next?”
“Just one more!”
Binge-worthy gaming.
STORY AS REWARD
iOS ANDROID
RATINGS!
20. NARRATIVE WINS/LOSSES
WINS
Story is a cheap reward from a
system and asset POV.
Measurable progression:
“What season are you on?”
Fan service success!
LOSSES
Requires new skill set, labour
intensive.
Handling the end game, how do
we keep up with player
demand?
Finite number of stories to tell?
27. THE R IN ARPDAU
Problem: Idle games don’t make money.1
Problem: We like money.2
Good news! Gacha make money.3
1. http://www.pocketgamer.biz/news/62281/farm-away-arpu/
2. Seriously, are you looking for a citation on this?
3. https://sensortower.com/blog/clash-royale-one-billion-revenue
29. GACHA WINS/LOSSES
WINS
• Great monetization
• Strong 4 hour callback cycle
• More strategic depth
LOSSES
Massive advantage for frequent
players
Non-deterministic player state
Coupled with fixed goals – oy
vey!
31. WHAT’S NEXT?
More Content!
New seasons, new characters, new story!
Limited-time events with exclusive
characters!
Increases ARPDAU and video ad views
by 3x.
---Slides---
I love idle games, and even though we’re talking about breaking the rules and making references to other games in the genre, it’s not to say that those games did it wrong, these were things that were right for our game. Can you tell I’m Canadian?
Trailer Park Boys: Greasy Money is an idle simulation game based on the Netflix series Trailer Park Boys.
On launch we were the #1 App in Canada. In the US, on iOS and Android we were #4 Game and #8 Game respectively. And since then we have been persistently in the top 100 in over 100 countries charts for both free and grossing. How did we do this with an idle game and a niche IP?
How many people here have watched the show?
--Slides--
The MOST Canadian collaboration EVER. We had been talking with their team for a while, we were personally very passionate about the IP, and we finally had schedules align in a way that we had the resources available to do the project. However, this was still a niche IP, so we wanted something quick to market to test out how viable it was.
We decided to go with a idle tapper game, seen as quick and easy.
1.
2.
3. We wanted mass appeal beyond the IP because ARPDAU is typically lower on idle games. Old fans, new fans, non-fans, we wanted to appeal to all of them.
4. REALLY bad.
We leaned on conventions so heavily in a quest to get something out quickly, we ended up with something that didn’t serve the customer, didn’t serve the IP, and we weren’t proud of.
Had this been our own IP we would have killed it, but this was something we were passionate about and didn’t want to give up on.
For reference on how bad this first version was: we showed this to Dave and he was speechless, and if you know Dave that is a pretty rare thing.
We doubled down.
--Slides--
Rather than follow the conventions of other idle games, we needed to frame the development as how do we best serve the IP & the fans? And make the mechanics fit that.
We were gonna have to break some rules.
Idle games typically don’t have much in terms of story, especially linear narrative. We didn’t like that rule.
Idle games are very sand-boxy. Great for some player types, but we wanted to deliver a much more focused experience to a niche audience.
We were committing to a longer development cycle, and as much as I talk about passion, we are still a business, so we wanted to make our money back. But at the same time we didn’t have the resources or the size of audience to try to make a hardcore card battler. We really didn’t like this rule.
Rule #1 Idle games don't have story. Why was this a problem?
IP has a wealth of characters and story.
First hurdle: how do we show them off? We had stoned cougars, shotgun-wielding veterinarians, and mustard tigers. Oh my. We NEED to get those in the game.
But felt limited in v1, following the conventions made for a very open game which was difficult to tell a linear story. We wanted to do all the crazy stuff from the show and more! Things like:
We wanted to have the boys concoct their latest get rich quick scheme every season.
Or square off against a shit-talking, drunk, trailer park supervisor with delusions of authority.
Or have a greasy Grade 9 dropout kidnap your hard partying goldfish and hold it ransom at gunpoint.
How do we do that?
Our solution was to build a designer tool that allowed us to create a wide variety of narrative scenes with no need for engineering or art support to get them into the game. Designers have full control to place characters, pan, cut, and add or remove effects independently.
So we started cramming story everywhere we could. And we found something surprising to us:
As we playtested, we found that players were motivated by these plot points
- As they got to a slower part of the game, they were to motivated to grind because "what happened next?"
- When they got to a new story, we saw increased engagement because "Just one more episode!"
- Had that golden playtest moment where the playtest was over but people sat in the room and kept playingSound familiar? If you’ve ever seen that passive-aggressive message on Netflix "are you still watching?", you know what I’m talking about. It was binge-worthy gaming.
Result: The highest ratings and retention I’d seen out of a game a launch. Fans loved it.
There is no power creep for story. It never disrupts an economy and if done right the player always wants more.
Progression can be hard to measure for many idle games. For our game it’s ”What season are you on?” ”I’m on season 20” “Is that the one where the piss factory breaks down?”No, it’s the one where they are siphoning jet fuel to launch dope rockets “
One of the risks we saw was the fans wanting something more than an idle game, wanting grand theft auto sunnyvale and not being able to live up to expectations, but by doubling down on story and nailing that, we actually brought a lot of players into the idle genre who had never played before.
But not without it's challenges.
Big risk: having the content end. More jarring that other games.
One of the problems we wanted to solve in the game was helping players figure out when to ascend. The is often confusing and clunky. For instance, is now a good time to ascend in Adventure Capitalist?
What about now? Who the hell knows?
We also struggling with figuring out the best way to deliver narrative. Initially, we thought about playing little standalone stories when the player hit certain milestones, like Achievements in many idle games
But there were some issues with that plan, like
1
2
3
So we decided to get two birds stoned with one idea: Seasons & Goals. Seasons came first with a simple idea: instead of having random little vignettes, let’s tell a simple, linear story, like a TV season of TPB, with story snippets at the beginning, middle, and end of each season. This allowed us to deliver a classic 3-act story in a simple, understandable structure.
To move through a season, a player must complete a certain number of goals, each of which asks the player to focus on a different aspect of the game, like upgrading a specific business or collecting a certain number of cards.
Once players complete enough goals, they can finish the season by fighting a boss. Usually some sort of law enforcement figure.
The boys invariably wind up getting busted, perhaps because they fight gun-toting lawmen by flipping them the bird. When they go to jail, their businesses fall apart and they start again the next season in classic idle game fashion.
Slide #3: Next Up
- Adding more content (5 new seasons, 1 business, 2 characters)
There’s a well-known problem with idle games. They don’t tend to generate much revenue per user.
In fact, developer Future Play did some press around the fact that they were making about $0.08 per user per day. This is about 40% of what I expect from a strong casual game.
And, having committed to doing a TPB idle game, that gave us a challenge. As it turns out, we like money. And doing a generic idle was unlikely to make that happen for a studio with limited marketing power.
We put in a pretty typical gacha system. Random cards drop during gameplay, representing TPB characters and businesses. The player needs to collect a certain number of cards for any character they want to upgrade.
On top of that, they have to collect Liquor, a secondary currency, mostly gained from breaking into Mr. Lahey’s trunk every four hours.
And we made sure that the gacha system was central to gameplay by forcing players to upgrade characters in order to automate cash product, something every idle game player loves to do.
Slide #3: Next Up
- Adding more content (5 new seasons, 1 business, 2 characters)
Come up to beautiful British Columbia and enjoy our all your can eat poutine bar.