The document discusses strategies for developing mobile games at high speed, including focusing on fun over profit, creating minimum viable products (MVPs) quickly through prototyping, getting early user feedback, conducting "fake launches" with 1,000 daily users to test metrics like retention, and iterating rapidly based on data to improve the game. The overall message is that mobile games require a mindset of constantly learning through testing small ideas quickly rather than long development cycles.
2Tons Gathering Releasing Your Unity Game Gram Games
This document discusses how to turn a Unity game into a product by addressing several key areas: analytics to understand user behavior and improve the game, monetization through ads and in-app purchases, localization for different regions and languages, data persistence to save player progress, and local and remote notifications to increase engagement. It provides an overview of common solutions for implementing analytics, monetizing with ads and in-app purchases, localizing text and assets, saving data locally or to the cloud, and using local and remote push notifications.
GeneXus en el corto y mediano plazo - Gastón MilanoGeneXus
The document discusses GeneXus and its short and medium term outlook. It focuses on Knowledge Driven Development, different types of generators including web and wearable generators. It highlights the power, simplicity and productivity provided by GeneXus through modeling transactions, user views, dynamic transactions and temporal data. GeneXus also allows for simple modeling of software development components, web and cloud. Productivity is enhanced through live editing, modules for reuse and collaboration, and implementation efficiency. The document concludes by thanking the audience and mentioning Salto as the next step.
The document discusses best practices for running effective soft launches of mobile games. It recommends soft launching as early as possible to maximize learning. During soft launch, teams should make big, distinct changes to test high-risk ideas, rather than wasting time on small tweaks. Retention is key, so major changes to mechanics, progression, or even gameplay type may be needed. Qualitative feedback should be considered, but the focus should be on hypothesis-driven experimentation rather than relying only on data. Communication, risk management, and leadership support are also important factors for success.
Dan Crow - Becoming a Data Driven Company LEANCONF 2013Leanconf
Dan Crow discusses how Songkick transformed into a data-driven company by simplifying its product and technology. This allowed Songkick to break its monolithic application into independent teams, improve developer velocity 4x, and reduce build times from 4 hours to 25 minutes. Songkick also adopted a culture of continuous deployment and experimentation through A/B testing. This new approach helped Songkick gain insights from its 9 million monthly users to identify successful features and improve the user experience.
Are you an aspiring indie developer? If you're looking forward to creating a smash indie title, you have to seriously consider QA. As an essential part of the game development lifecycle, QA is something you simply cannot do without.
Follow me as I’ll explain what proper QA can do for your game, and your organization. I’ll describe processes, good practices, testing tools, console requirements, types and techniques of testing which you might decide to employ.
2Tons Gathering Releasing Your Unity Game Gram Games
This document discusses how to turn a Unity game into a product by addressing several key areas: analytics to understand user behavior and improve the game, monetization through ads and in-app purchases, localization for different regions and languages, data persistence to save player progress, and local and remote notifications to increase engagement. It provides an overview of common solutions for implementing analytics, monetizing with ads and in-app purchases, localizing text and assets, saving data locally or to the cloud, and using local and remote push notifications.
GeneXus en el corto y mediano plazo - Gastón MilanoGeneXus
The document discusses GeneXus and its short and medium term outlook. It focuses on Knowledge Driven Development, different types of generators including web and wearable generators. It highlights the power, simplicity and productivity provided by GeneXus through modeling transactions, user views, dynamic transactions and temporal data. GeneXus also allows for simple modeling of software development components, web and cloud. Productivity is enhanced through live editing, modules for reuse and collaboration, and implementation efficiency. The document concludes by thanking the audience and mentioning Salto as the next step.
The document discusses best practices for running effective soft launches of mobile games. It recommends soft launching as early as possible to maximize learning. During soft launch, teams should make big, distinct changes to test high-risk ideas, rather than wasting time on small tweaks. Retention is key, so major changes to mechanics, progression, or even gameplay type may be needed. Qualitative feedback should be considered, but the focus should be on hypothesis-driven experimentation rather than relying only on data. Communication, risk management, and leadership support are also important factors for success.
Dan Crow - Becoming a Data Driven Company LEANCONF 2013Leanconf
Dan Crow discusses how Songkick transformed into a data-driven company by simplifying its product and technology. This allowed Songkick to break its monolithic application into independent teams, improve developer velocity 4x, and reduce build times from 4 hours to 25 minutes. Songkick also adopted a culture of continuous deployment and experimentation through A/B testing. This new approach helped Songkick gain insights from its 9 million monthly users to identify successful features and improve the user experience.
Are you an aspiring indie developer? If you're looking forward to creating a smash indie title, you have to seriously consider QA. As an essential part of the game development lifecycle, QA is something you simply cannot do without.
Follow me as I’ll explain what proper QA can do for your game, and your organization. I’ll describe processes, good practices, testing tools, console requirements, types and techniques of testing which you might decide to employ.
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Android continuous integration and deployment at scale using Google Kubernete...Svetlin Stanchev
Speaker: Donovon Carter at Google Developer Group -- San Diego
Android app development environments can be easily generated as part of your CICD pipeline using GKE. This talk will walk you through the importance of ephemeral build environments for Developer confidence in the build system and why you might consider this approach and GKE in your own CI/CD pipeline.
Agile, eXtreme Programming (XP), and software prototyping are approaches to software development. Agile focuses on individuals, interactions, working software, and responding to change over processes, tools, documentation, and plans. XP uses pair programming, continuous integration, refactoring, and frequent releases. It also emphasizes shared understanding. Software prototyping identifies requirements early, gets users involved, and enhances or discards prototypes to reduce time and costs and ensure user satisfaction. Different methodologies work best depending on project size and needs.
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...DevGAMM Conference
Have you launched a game but you’re still making decisions based on gut feeling rather than data? Confused with the variety of analytics tools on the market? Worry no more because this session will answer all your questions. Julia from devtodev will share the pros and cons of different analytics setups including in-house, as well as how to create a unified data ecosystem that will help you make data-driven decisions for your game’s growth.
Lucy Bushby, digital partner and Christian Shannon, senior
designer, Reason Digital
Visit the CharityComms website to view slides from past events, see what events we have coming up and to check out what else we do: www.charitycomms.org.uk
Brad Blake
Phase2 - Software Architect
Monday, Oct 19th
2:30pm - Back-End Dev
Find more by Brad Blake and Phase2: http://www.slideshare.net/Phase2Technology
The document discusses profiling tools and techniques for optimizing performance. It begins with an introduction to profiling and defines it as gathering data on a system's performance metrics like CPU and memory usage to find where time is being spent. It then covers types of profiling like event-based and statistical profiling. The rest of the document provides tips on profiling different languages and frameworks like PHP, Ruby, and Node.js. It also discusses tools like XHProf, XDebug, flamegraphs, and EXPLAIN queries to help optimize databases.
ADDO 2019: Looking back at over 10 years of DevopsKris Buytaert
Over the past 10 years of the devops movement:
- DevopsDays global conferences have grown from a single event in 2009 to over 250 events in 2019.
- Topic discussions have evolved from early automation tools to modern topics like containers, cloud platforms, and continuous delivery pipelines.
- While tools are helpful, the speaker emphasizes that culture and collaboration between developers and operations are ultimately more important for organizational success than any specific technology. Adopting devops practices requires change that can be challenging for large enterprises with established cultures.
This document discusses how to spend less time debugging software by implementing quality practices up front. It recommends conducting peer code reviews, where another developer reviews code changes and provides feedback before integration. Code reviews are most effective when the author pre-reviews their own code and reviewers spend 30-60 minutes on each review. The document also advocates for establishing continuous integration processes using tools like Git, Gerrit and Jenkins to automatically build and test all code commits, making bugs easier to detect and fix early. Implementing these practices can help catch up to 90% of bugs during development rather than later on, saving significant costs.
The document provides tips for improving productivity at work, including tracking tasks and setting deadlines, completing hard tasks first, scheduling important tasks, identifying productive periods, preparing to-do lists, taking advantage of commute time, eliminating distractions, sharing goals, learning to delegate, planning productive meetings, using productivity tools, and organizing references. It recommends identifying the most productive time of day, setting self-imposed deadlines, and utilizing tools that can automate repetitive tasks to save time.
What Is Gaming Product Management Like by Zynga Product ManagerProduct School
Product Managers aren’t new to the gaming industry, and every day more and more gaming companies are realizing the significance of employing Product Managers to drive product strategy and business decisions. This event, was an overview on Product Management in Gaming and learn how gaming Product Managers are merging Art, Business and Technology to create value in this exciting and fast-paced industry.
A deep dive into Jenkins Continuos Integration, how you can enable your team to collaborate more, run tests and configure the robots to do all the things for you. Also talking about caveats around automation, testing on real devices, usb hub woes and more.
The importance of just-in-time operation of social gamesaction.vn
This document discusses the importance of just-in-time operation for social games. It emphasizes blazing through the PDCA (plan-do-check-act) cycle on a daily basis by using user data to plan adjustments, implementing changes, checking results, and acting to begin the next cycle. Key aspects of operation include optimizing user stress levels, segmenting users, and running frequent in-game events to drive sales. Sales are broken down into key performance indicators like installations, retention rate, pay rate, and average revenue per paying user that must each be improved to increase overall revenue.
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_GlooopsBuff Nguyen
This document discusses the importance of just-in-time operation for social games. It emphasizes blazing through the PDCA (plan-do-check-act) cycle on a daily basis by using user data to plan adjustments, implementing changes, checking results, and acting by starting the next cycle. Key aspects of operation include managing user stress levels by adjusting difficulty, holding regular in-game events, and segmenting and targeting different types of users. Success relies on breaking down sales into key performance indicators like installations, retention, payment rates, and average revenue per user.
How we halved the time for LQA and didn't break anything / Denis Ivanov (Belk...DevGAMM Conference
Stop us if this sounds familiar: The localization workflow you built around Google Sheets felt smooth at first, but as your projects scaled and the demands on your pipeline intensified, it soon became apparent that something wasn’t right. Should you try and improve Google Sheets with one workaround after the next or swap to a better solution? Follow along with Denis as he details his team’s challenges while working with Google Sheets and why they chose Gridly as a better way to localize.
This document summarizes key topics in Android app development in 2017, including Java 8 support, IDE options like Android Studio, build tools like Gradle, testing approaches, supporting older Android versions, and following material design guidelines. It discusses alternatives to Java like Kotlin, techniques for handling the 64k method limit, and resources for continuing to learn Android.
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
A lecture I gave at Casual Connect TLV 2015. Discussing the process of starting level design, how to plan out your levels, and how to create your level editors
NOTE: This is an updated and improved version of my previous upload. It may repeat itself slightly if you saw the last one.
This document provides an overview of Spinnaker, an open source tool for continuous delivery. It discusses the traditional software delivery lifecycle and issues with manual processes. Continuous delivery is presented as a better approach using automation to deliver software frequently with automated testing and feedback. Spinnaker is introduced as a tool that provides features like pipelines, cloud drivers, and image deployments to help enable continuous delivery. The document demonstrates Spinnaker's capabilities through a multi-cloud deployment demo.
More Related Content
Similar to Gram Games | GDG DevFest 15 "Killing Game Ideas at Hyperspeed"
All the Families: The Making of Animation Throwdown (GDC 2018)Kongregate
Ever wonder what it would be like to create a AAA game with a skeleton crew, split between two developers, one publisher, one IP owner, and five individual IPs? Join two producers from Kongregate (Peter Eykemans and Katrina Wolfe) to hear how "Animation Throwdown" was created in an unusual way, and how they turned an incredible production problem into a major success.
Android continuous integration and deployment at scale using Google Kubernete...Svetlin Stanchev
Speaker: Donovon Carter at Google Developer Group -- San Diego
Android app development environments can be easily generated as part of your CICD pipeline using GKE. This talk will walk you through the importance of ephemeral build environments for Developer confidence in the build system and why you might consider this approach and GKE in your own CI/CD pipeline.
Agile, eXtreme Programming (XP), and software prototyping are approaches to software development. Agile focuses on individuals, interactions, working software, and responding to change over processes, tools, documentation, and plans. XP uses pair programming, continuous integration, refactoring, and frequent releases. It also emphasizes shared understanding. Software prototyping identifies requirements early, gets users involved, and enhances or discards prototypes to reduce time and costs and ensure user satisfaction. Different methodologies work best depending on project size and needs.
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...DevGAMM Conference
Have you launched a game but you’re still making decisions based on gut feeling rather than data? Confused with the variety of analytics tools on the market? Worry no more because this session will answer all your questions. Julia from devtodev will share the pros and cons of different analytics setups including in-house, as well as how to create a unified data ecosystem that will help you make data-driven decisions for your game’s growth.
Lucy Bushby, digital partner and Christian Shannon, senior
designer, Reason Digital
Visit the CharityComms website to view slides from past events, see what events we have coming up and to check out what else we do: www.charitycomms.org.uk
Brad Blake
Phase2 - Software Architect
Monday, Oct 19th
2:30pm - Back-End Dev
Find more by Brad Blake and Phase2: http://www.slideshare.net/Phase2Technology
The document discusses profiling tools and techniques for optimizing performance. It begins with an introduction to profiling and defines it as gathering data on a system's performance metrics like CPU and memory usage to find where time is being spent. It then covers types of profiling like event-based and statistical profiling. The rest of the document provides tips on profiling different languages and frameworks like PHP, Ruby, and Node.js. It also discusses tools like XHProf, XDebug, flamegraphs, and EXPLAIN queries to help optimize databases.
ADDO 2019: Looking back at over 10 years of DevopsKris Buytaert
Over the past 10 years of the devops movement:
- DevopsDays global conferences have grown from a single event in 2009 to over 250 events in 2019.
- Topic discussions have evolved from early automation tools to modern topics like containers, cloud platforms, and continuous delivery pipelines.
- While tools are helpful, the speaker emphasizes that culture and collaboration between developers and operations are ultimately more important for organizational success than any specific technology. Adopting devops practices requires change that can be challenging for large enterprises with established cultures.
This document discusses how to spend less time debugging software by implementing quality practices up front. It recommends conducting peer code reviews, where another developer reviews code changes and provides feedback before integration. Code reviews are most effective when the author pre-reviews their own code and reviewers spend 30-60 minutes on each review. The document also advocates for establishing continuous integration processes using tools like Git, Gerrit and Jenkins to automatically build and test all code commits, making bugs easier to detect and fix early. Implementing these practices can help catch up to 90% of bugs during development rather than later on, saving significant costs.
The document provides tips for improving productivity at work, including tracking tasks and setting deadlines, completing hard tasks first, scheduling important tasks, identifying productive periods, preparing to-do lists, taking advantage of commute time, eliminating distractions, sharing goals, learning to delegate, planning productive meetings, using productivity tools, and organizing references. It recommends identifying the most productive time of day, setting self-imposed deadlines, and utilizing tools that can automate repetitive tasks to save time.
What Is Gaming Product Management Like by Zynga Product ManagerProduct School
Product Managers aren’t new to the gaming industry, and every day more and more gaming companies are realizing the significance of employing Product Managers to drive product strategy and business decisions. This event, was an overview on Product Management in Gaming and learn how gaming Product Managers are merging Art, Business and Technology to create value in this exciting and fast-paced industry.
A deep dive into Jenkins Continuos Integration, how you can enable your team to collaborate more, run tests and configure the robots to do all the things for you. Also talking about caveats around automation, testing on real devices, usb hub woes and more.
The importance of just-in-time operation of social gamesaction.vn
This document discusses the importance of just-in-time operation for social games. It emphasizes blazing through the PDCA (plan-do-check-act) cycle on a daily basis by using user data to plan adjustments, implementing changes, checking results, and acting to begin the next cycle. Key aspects of operation include optimizing user stress levels, segmenting users, and running frequent in-game events to drive sales. Sales are broken down into key performance indicators like installations, retention rate, pay rate, and average revenue per paying user that must each be improved to increase overall revenue.
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_GlooopsBuff Nguyen
This document discusses the importance of just-in-time operation for social games. It emphasizes blazing through the PDCA (plan-do-check-act) cycle on a daily basis by using user data to plan adjustments, implementing changes, checking results, and acting by starting the next cycle. Key aspects of operation include managing user stress levels by adjusting difficulty, holding regular in-game events, and segmenting and targeting different types of users. Success relies on breaking down sales into key performance indicators like installations, retention, payment rates, and average revenue per user.
How we halved the time for LQA and didn't break anything / Denis Ivanov (Belk...DevGAMM Conference
Stop us if this sounds familiar: The localization workflow you built around Google Sheets felt smooth at first, but as your projects scaled and the demands on your pipeline intensified, it soon became apparent that something wasn’t right. Should you try and improve Google Sheets with one workaround after the next or swap to a better solution? Follow along with Denis as he details his team’s challenges while working with Google Sheets and why they chose Gridly as a better way to localize.
This document summarizes key topics in Android app development in 2017, including Java 8 support, IDE options like Android Studio, build tools like Gradle, testing approaches, supporting older Android versions, and following material design guidelines. It discusses alternatives to Java like Kotlin, techniques for handling the 64k method limit, and resources for continuing to learn Android.
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
A lecture I gave at Casual Connect TLV 2015. Discussing the process of starting level design, how to plan out your levels, and how to create your level editors
NOTE: This is an updated and improved version of my previous upload. It may repeat itself slightly if you saw the last one.
This document provides an overview of Spinnaker, an open source tool for continuous delivery. It discusses the traditional software delivery lifecycle and issues with manual processes. Continuous delivery is presented as a better approach using automation to deliver software frequently with automated testing and feedback. Spinnaker is introduced as a tool that provides features like pipelines, cloud drivers, and image deployments to help enable continuous delivery. The document demonstrates Spinnaker's capabilities through a multi-cloud deployment demo.
Similar to Gram Games | GDG DevFest 15 "Killing Game Ideas at Hyperspeed" (20)
2. 1
ABOUT ME
GDC DevFest 2015 Istanbul, November 2015
● Game Designer for 8 years
● Working @Gram Games
● Experience in board games and f2p.
● 2 published boardgames
● 3 midcore, 2 casual f2p titles for masses
3. 2
5 SHADES OF DRAMA
GDC DevFest 2015 Istanbul, November 2015
● Drama 1: do nothing
● Drama 2: do everything
● Drama 3: sit & wait
● Drama 4: pay blindly for UA
● Drama 5: evaluate with revenue
or downloads
4. 3
PLAYING DICE
GDC DevFest 2015 Istanbul, November 2015
● Each game is a die
● We need to roll 10
● Thousand of apps each day
● Hard to get visibility and installs.
● Even harder to make a game that
resonates
5. 4
COMPLEX vs. COMPLICATED
GDC DevFest 2015 Istanbul, November 2015
● Clear cause and effect
● Plannable functionality
● No emergent behaviour
● Can be solved with enough computing
power
6. 5
HOW TO BEHAVE
GDC DevFest 2015 Istanbul, November 2015
● Trial and Error
● No long-term plans
● Iterations
● Data driven
● Constant Learning
● Fail fast
8. 7
HOW TO ROLL 10
GDC DevFest 2015 Istanbul, November 2015
Dice Ideas Dice Production Dice Results
9. 8
KNOWING THE RESULTS
GDC DevFest 2015 Istanbul, November 2015
● Realizing when you have the result.
● Which metric?
○ Installs?
○ Revenue?
○ DAU?
10. 9
MINDSET CHANGE #1
GDC DevFest 2015 Istanbul, November 2015
● Make fun games instead of trying
to to get profit.
○ Save a lot of work
○ Do more relevant work
○ Fun games always win
12. 11
HOW TO TRACK FUN
GDC DevFest 2015 Istanbul, November 2015
● Fun game should retain it's players.
● They should come back for more!
● Magic number: Retention!
● What is it?
● Short term/long term
13. 12
WHICH RETENTION
GDC DevFest 2015 Istanbul, November 2015
● Goal: leave instincts and see metrics asap.
● Target metric: day 1 retention!
● Not the exact number but closest one.
● Works for most puzzle, arcade, one-tap
games.
● Doesn't show clear success but shows clear
failure.
14. 13
MVP
GDC DevFest 2015 Istanbul, November 2015
● What is it?
● Our definition
● Must/would/could
● Suggested Timebox: 3 days
15. 14
MINDSET CHANGE #2
GDC DevFest 2015 Istanbul, November 2015
● Look for what you can remove
instead of what you can add.
● That last skin or sound you add
won't affect retention much.
16. 15
WHY THE TIMEBOX?
GDC DevFest 2015 Istanbul, November 2015
● We chose to throw more dice, not
better dice
● Each idea has the same chance
● Makes you choose small games
● Reusable code whenever possible
17. 16
GAME LAYERS
GDC DevFest 2015 Istanbul, November 2015
● Core Mechanic
● Main Loop
● Retention Layer
● Monetization Layer
● Superfan game
18. 17
MVP FEATURES
GDC DevFest 2015 Istanbul, November 2015
● Core Mechanic
● Main Loop
● Onboarding
● Polish
● Retention Layer
● Monetization Layer
● Superfan game
19. 18
MINDSET CHANGE #3
GDC DevFest 2015 Istanbul, November 2015
● Let others play it whenever it’s
playable, not when it’s perfect
● We are interactive artists and
have the fear of imperfection
● We have to deal with it.
20. 19
USERTESTING
GDC DevFest 2015 Istanbul, November 2015
● Let people play when core mechanic is ready
● And don't ever stop
● Developers are always good
● But also keep casual players in the loop
○ Do NOT answer
○ Do NOT interfere
○ Observe
○ Take notes
● Best for: UI-UX problems, Initial difficulty
problems, tutorial problems
21. 20
INTRODUCING FAKE-LAUNCH
GDC DevFest 2015 Istanbul, November 2015
● Not soft launch, not global launch
● Analytics Implementation required
● Get 1k+ players in a week
● Preferably 200+ players/day
● Target d1 retention: ~40%
● Observe other KPI’s (you can spot problems
or accidental unicorns)
● Check onboarding, progress, level funnel
● Check game / session durations and counts
● Interpreting the result
22. 21
WANT TO CONTINUE?
GDC DevFest 2015 Istanbul, November 2015
● Investor or financial partner?
● It will be much easier because of
metrics
23. 22
MINDSET CHANGE #4
GDC DevFest 2015 Istanbul, November 2015
● F2P Games do not just grow
organically all by themselves.
● Most likely, you’ll have to do paid
acquisition
24. 23
NEXT STEPS
GDC DevFest 2015 Istanbul, November 2015
Production
● Full retention Layer
● Monetization Layer
● Plan/do superfan game
● Full polish
Soft Launch
● Get ~1k users each day
● Choose some countries
● Improve long term retentions
● Improve monetization
● A/B tests
● Constant Iterations
● Totally metric driven
● CPI < LTV
Global Launch
● Get rich
25. 24
THE BUMP!
GDC DevFest 2015 Istanbul, November 2015
● 1000 users for fake launch?
○ Requires marketing experience
26. 25
2TONS
GDC DevFest 2015 Istanbul, November 2015
● MVP planning
● Usertesting
● UA for fake launch
● No requirements
● No commitments
27. 26
HOW GRAM GAMES DOES IT
GDC DevFest 2015 Istanbul, November 2015
● Best way to have a good idea is to have lots
of ideas
● Friday Prototyping days!
● Assign workforce for each game idea
● Playable game with challenge at the end of
the first friday
● Submission for fake launch to the store at
the end of second friday
● 35% d1 retention target for first submission
● 45% d1 retention target for next submission
● Timebox of the best idea: 1 month.
28. 27
CONCLUSION
GDC DevFest 2015 Istanbul, November 2015
● Try to make fun games instead of
profitable games. Fun sells.
● Create minimum product, look
for what you can remove instead
of what you can add
● Implement analytics and try to
reach the target metric