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Kolibri Games
Nathaniel Barker 10.12.2018
Creating truly
player-centric games.
Formerly known as
Under the Hood of a Successful Idle Game -
A Deep Dive into Full Live Game Operations
Nathaniel Barker
4
50M+ installs
10M+ MAU
6
Our approach
Games are a hit-driven business.
The faster you can find out that a game
doesn't work, the lower the costs.
• Small team
• Find concept /
core mechanic
• Playable
version
• Test & iterate
8 weeks
1. Start
Project Manager
Engineer
Designer
Artist
Game Team
2. Minimum
product
???
Our process behind making games
• Everyone in the
company
• Is the gameplay
fun?
• Fixing bugs
3. Internal
Testing
Building a minimum viable product
• Basic mechanics
• No graphics
• Rough graphic concepts
• Further development of
mechanics
• Iterating on graphics
• Test gameplay
mechanics and adjust
balancing
• Finalizing UX
• Adding animaAons
• Improving look & feel
What is the most important thing to do?
Say to a lot of things
NO
Building the MVP
• Early day
retention
• Organic
downloads
• Rating & user
feedback
4 weeks
4. External
Testing
• Small team
• Find concept /
core mechanic
• Playable
version
• Test & iterate
8 weeks
1. Start
Project Manager
Engineer
Designer
Artist
Game Team
2. Minimum
product
???
Our process behind making games
• Everyone in the
company
• Is the gameplay
fun?
• Fixing bugs
3. Internal
Testing
We believe that the most import thing is
the core gameplay measured by D1
retention
(Everything else can be polished later)
Idle Miner Tycoon Idle Factory Tycoon
• Add team
members
• Build more
features
• Scale with user
acquisition
5. Scaling Up
forever
• Early day
retention
• Organic
downloads
• Rating & user
feedback
4 weeks
4. External
Testing
• Small team
• Find concept /
core mechanic
• Playable
version
• Test & iterate
8 weeks
1. Start
Project Manager
Engineer
Designer
Artist
Game Team
2. Minimum
product
???
Our process behind making games
• Everyone in the
company
• Is the gameplay
fun?
• Fixing bugs
3. Internal
Testing
Weekly updates
Released Idle Miner Tycoon on July 2016
Polishing and expanding
the game with more than
90 updates.
We call it games as a service.
Update policy
1 Development Sprint
1 Week
Planning Developing Testing
1 Update
Make a new update
Game Design – work ahead of the dev team
(plan new features about a week in advance)
Make a new update
Game Design – work ahead of the dev team
(plan new features about a week in advance)
Game Art – prepare assets for new features
Make a new update
Game Design – work ahead of the dev team
(plan new features about a week in advance)
Game Art – prepare assets for new features
Dev Team should not be blocked by another
team – fully focus on developing
Sprint
Make a new update
Game Design – work ahead of the dev team
(plan new features about a week in advance)
Game Art – prepare assets for new features
Dev Team should not be blocked by another
team – fully focus on developing
QA - tests features during development finding
and resolving bugs early on
Sprint
Continuous Integration (CI)
Developer
Version
control
(git)
CI-Pla8orm (Jenkins)
Playstore / Appstore
Test devices
Staged rollout
Staged Rollout
1%
20%
100%
5%
Day 1: Identifying bugs via reporting tool
Day 3: User feedback and store reviews
Day 4: Android release
Day 2: Identifying bugs via reporting tool
Android
iOS
Day 4: iOS release100%
Scaling
Continuous
Iteration
Event Mines
We Preload these on player’s devices and activate
remotely
Can double revenue for a weekend
Event Sales
Preload these on player’s device & ac6vate
remotely
Have a game designer working part 6me
monthly to change these constantly
Be player-centric
and connect to players
Connect to players
through a lot of
channels
Integrate feedback
and ideas from
community very fast
Players love it and
get more engaged
Increased user
satisfaction
30
Ques%ons?
❤ ❤ ❤ ❤ ❤
31
CONTACT
• Nathaniel Barker
• nate.barker@kolibrigames.com
Thank you for
listening!

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Creating truly player-centric games - how we do it at Kolibri Games?

  • 1. Kolibri Games Nathaniel Barker 10.12.2018 Creating truly player-centric games.
  • 3. Under the Hood of a Successful Idle Game - A Deep Dive into Full Live Game Operations Nathaniel Barker
  • 4. 4
  • 7. Games are a hit-driven business. The faster you can find out that a game doesn't work, the lower the costs.
  • 8. • Small team • Find concept / core mechanic • Playable version • Test & iterate 8 weeks 1. Start Project Manager Engineer Designer Artist Game Team 2. Minimum product ??? Our process behind making games • Everyone in the company • Is the gameplay fun? • Fixing bugs 3. Internal Testing
  • 9. Building a minimum viable product • Basic mechanics • No graphics • Rough graphic concepts • Further development of mechanics • Iterating on graphics • Test gameplay mechanics and adjust balancing • Finalizing UX • Adding animaAons • Improving look & feel
  • 10. What is the most important thing to do? Say to a lot of things NO
  • 12. • Early day retention • Organic downloads • Rating & user feedback 4 weeks 4. External Testing • Small team • Find concept / core mechanic • Playable version • Test & iterate 8 weeks 1. Start Project Manager Engineer Designer Artist Game Team 2. Minimum product ??? Our process behind making games • Everyone in the company • Is the gameplay fun? • Fixing bugs 3. Internal Testing
  • 13. We believe that the most import thing is the core gameplay measured by D1 retention (Everything else can be polished later) Idle Miner Tycoon Idle Factory Tycoon
  • 14. • Add team members • Build more features • Scale with user acquisition 5. Scaling Up forever • Early day retention • Organic downloads • Rating & user feedback 4 weeks 4. External Testing • Small team • Find concept / core mechanic • Playable version • Test & iterate 8 weeks 1. Start Project Manager Engineer Designer Artist Game Team 2. Minimum product ??? Our process behind making games • Everyone in the company • Is the gameplay fun? • Fixing bugs 3. Internal Testing
  • 16. Released Idle Miner Tycoon on July 2016 Polishing and expanding the game with more than 90 updates. We call it games as a service.
  • 17. Update policy 1 Development Sprint 1 Week Planning Developing Testing 1 Update
  • 18. Make a new update Game Design – work ahead of the dev team (plan new features about a week in advance)
  • 19. Make a new update Game Design – work ahead of the dev team (plan new features about a week in advance) Game Art – prepare assets for new features
  • 20. Make a new update Game Design – work ahead of the dev team (plan new features about a week in advance) Game Art – prepare assets for new features Dev Team should not be blocked by another team – fully focus on developing Sprint
  • 21. Make a new update Game Design – work ahead of the dev team (plan new features about a week in advance) Game Art – prepare assets for new features Dev Team should not be blocked by another team – fully focus on developing QA - tests features during development finding and resolving bugs early on Sprint
  • 22. Continuous Integration (CI) Developer Version control (git) CI-Pla8orm (Jenkins) Playstore / Appstore Test devices Staged rollout
  • 23. Staged Rollout 1% 20% 100% 5% Day 1: Identifying bugs via reporting tool Day 3: User feedback and store reviews Day 4: Android release Day 2: Identifying bugs via reporting tool Android iOS Day 4: iOS release100%
  • 26. Event Mines We Preload these on player’s devices and activate remotely Can double revenue for a weekend
  • 27. Event Sales Preload these on player’s device & ac6vate remotely Have a game designer working part 6me monthly to change these constantly
  • 28. Be player-centric and connect to players Connect to players through a lot of channels Integrate feedback and ideas from community very fast Players love it and get more engaged Increased user satisfaction
  • 29.
  • 31. 31 CONTACT • Nathaniel Barker • nate.barker@kolibrigames.com Thank you for listening!