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Killing game ideas at hyperspeed
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
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
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
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
5
HOW TO BEHAVE
GDC DevFest 2015 Istanbul, November 2015
● Trial and Error
● No long-term plans
● Iterations
● Data driven
● Constant Learning
● Fail fast
6
ANALYTICS
GDC DevFest 2015 Istanbul, November 2015
● Marketing Analytics
● Game Analytics
○ Tutorial Funnel
○ Level funnel
○ Durations & Counts
7
HOW TO ROLL 10
GDC DevFest 2015 Istanbul, November 2015
Dice Ideas Dice Production Dice Results
8
KNOWING THE RESULTS
GDC DevFest 2015 Istanbul, November 2015
● Realizing when you have the result.
● Which metric?
○ Installs?
○ Revenue?
○ DAU?
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
10
FUN
GDC DevFest 2015 Istanbul, November 2015
FUN?
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
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.
13
MVP
GDC DevFest 2015 Istanbul, November 2015
● What is it?
● Our definition
● Must/would/could
● Suggested Timebox: 3 days
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.
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
16
GAME LAYERS
GDC DevFest 2015 Istanbul, November 2015
● Core Mechanic
● Main Loop
● Retention Layer
● Monetization Layer
● Superfan game
17
MVP FEATURES
GDC DevFest 2015 Istanbul, November 2015
● Core Mechanic
● Main Loop
● Onboarding
● Polish
● Retention Layer
● Monetization Layer
● Superfan game
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.
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
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
21
WANT TO CONTINUE?
GDC DevFest 2015 Istanbul, November 2015
● Investor or financial partner?
● It will be much easier because of
metrics
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
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
24
THE BUMP!
GDC DevFest 2015 Istanbul, November 2015
● 1000 users for fake launch?
○ Requires marketing experience
25
2TONS
GDC DevFest 2015 Istanbul, November 2015
● MVP planning
● Usertesting
● UA for fake launch
● No requirements
● No commitments
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.
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
28
GDC DevFest 2015 Istanbul, November 2015
THANK
YOU!

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Gram Games | GDG DevFest 15 "Killing Game Ideas at Hyperspeed"

  • 1. Killing game ideas at hyperspeed
  • 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
  • 7. 6 ANALYTICS GDC DevFest 2015 Istanbul, November 2015 ● Marketing Analytics ● Game Analytics ○ Tutorial Funnel ○ Level funnel ○ Durations & Counts
  • 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
  • 11. 10 FUN GDC DevFest 2015 Istanbul, November 2015 FUN?
  • 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
  • 29. 28 GDC DevFest 2015 Istanbul, November 2015 THANK YOU!