This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/
About this talk:
In this talk, our audience learned just what exactly is Voodoo’s development approach, what their publishing agreement is, what metrics they care about, and the journey of a viral hit (looking specifically at AquaPark).
The Latest Trends in Hyper-Casual Games - GameAnalyticsGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/
About this talk:
Using data from our portfolio of 74,000+ mobile games, our CEO, Ioana Hreninciuc, kicked off this event with an industry update, sharing the freshest insights and KPIs for the hyper-casual category, as well as news about our upcoming features.
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
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
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.
The Latest Trends in Hyper-Casual Games - GameAnalyticsGameAnalytics
This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/
About this talk:
Using data from our portfolio of 74,000+ mobile games, our CEO, Ioana Hreninciuc, kicked off this event with an industry update, sharing the freshest insights and KPIs for the hyper-casual category, as well as news about our upcoming features.
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
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
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.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Breaking the Rules of Idle Game Design in Trailer Park Boys: Greasy MoneyDave Rohrl
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.
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
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/
Quick to Market – 1 Game Every 8 Weeks | Jesse DivnichJessica Tams
Delivered at Casual Connect USA 2017. How three AAA Developers Plan To Disrupt the F2P Mobile Market For Indie Devs: We aim to disrupt the mobile market by creating games that look and feel like they had a much longer development cycle than our self-imposed 8 weeks. To achieve these goals, we need to compact everything in a much shorter period. Discover our milestones, creative, monetization, QA and localization strategies, each necessary to achieve these results.
A talk about what I call Progressive Delivery: a basket of skills and technologies concerned with modern software development, testing and deployment: including canarying, Feature Flags, A/B testing at scale. We're seeing Advances in approaches to application and service. On the technology side, Kubernetes and Istio bring new management challenges, but also opportunities – service mesh approaches can enable a lot more sophistication in routing of new application functions to particular user communities, managing and mitigating the blast ratio of a service.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Why Live Ops Matters for Casual Games: 3 Stategic Mindset for POsTimShepherd83
Live Ops is integral to F2P product management, but it can be difficult to understand what is the best strategy for a specific game at any given time. I present 3 'lenses' to evaluate your landscape and help in the Live Ops decision-making processes. With examples from Wooga and others, plus a few pro-tips and best practices dotted throughout.
Originally presented at Pocket Gamer Connects London, Jan 2019.
Brief presentation notes in orange speech bubbles ^^
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
Breaking the Rules of Idle Game Design in Trailer Park Boys: Greasy MoneyDave Rohrl
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.
For more information, visit: www.adriancrook.com
This is a sample teardown or game deconstruction based on Supercell's Clash Royale. What is a teardown? Read on for background or drop us a line on how you can learn more: www.teardownclub.com or www.adriancrook.com for our full suite of services.
At all major game developers, product managers regularly produce teardowns. A teardown is an in-depth analysis of a competitor’s product, designed to highlight what can be learned. Product managers then pass these teardowns on to their internal development teams to help them make better products.
The industry term for this analysis is Teardown, and if you’ve never heard that before, it’s because the information Teardowns contain is so valuable that they are rarely shared publicly.
Teardown Club is AC+A's leading edge competitor analysis that your product management and design teams need to make profitable games.
WHAT DO OUR TEARDOWNSCONTAIN?
A teardown is usually delivered in PowerPoint format and contains the following:
Executive Summary
Monetization Features/Economy Breakdown
Context/Background/Genre Competitors
Retention/Compulsion Loop Breakdown
Core Loop Analysis
Viral Loops Analysis (if applicable)
First Time User Experience (FTUE) Overview
Summary with Key Takeaways
A teardown is laser-targeted to divining the valuable lessons from a product. Everything from the latest retention mechanisms to the highest converting monetization implementations - and beyond.
Large publishers have entire worldwide product management groups whose job is to produce teardowns and share this knowledge with their worldwide studios, ensuring their products beat the market.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Kongregate - Maximizing Player Retention and Monetization in Free-to-Play Gam...David Piao Chiu
Presentation from Digital Taipei 2013 on Maximizing Player Retention and Monetization in Free-to-Play Games with a Comparative Analysis of Asian & Western F2P Games
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
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/
Quick to Market – 1 Game Every 8 Weeks | Jesse DivnichJessica Tams
Delivered at Casual Connect USA 2017. How three AAA Developers Plan To Disrupt the F2P Mobile Market For Indie Devs: We aim to disrupt the mobile market by creating games that look and feel like they had a much longer development cycle than our self-imposed 8 weeks. To achieve these goals, we need to compact everything in a much shorter period. Discover our milestones, creative, monetization, QA and localization strategies, each necessary to achieve these results.
A talk about what I call Progressive Delivery: a basket of skills and technologies concerned with modern software development, testing and deployment: including canarying, Feature Flags, A/B testing at scale. We're seeing Advances in approaches to application and service. On the technology side, Kubernetes and Istio bring new management challenges, but also opportunities – service mesh approaches can enable a lot more sophistication in routing of new application functions to particular user communities, managing and mitigating the blast ratio of a service.
From four to forty in four years - lessons from growing a teamRich Allen
Between 2016 and 2020, the PureGym IT Team grew from 4 to 40 people. During that time Rich worked closely with them to navigate the tricky process of scaling. This talk is a journey through that growth period and discusses the variety of processes and practices that were applied in order to stay "Agile".
We'll touch on the various approaches taken including topics such as Scrum, Lean, Kanban, GIST planning, Lean Startup, DevOps, IaC, Azure, Story Mapping, BDD, TDD, Project vs Product and we'll be looking at the successes, failures and lessons learned.
We'll also look at how concepts from Team Topologies were applied, what team structures and interaction models were chosen and how that shifted the team dynamic. We will discuss what, in Rich's opinion, has worked well and what hasn't worked well during that time.
At very least you will walk away from this session with a long list of books to read and hopefully some insights into whether you might want to try some of the approaches discussed during the talk.
Cyber Week 2020 Preview: Five Days of Special TechSoup Offers TechSoup
Join us for a sneak peek of Cyber Week 2020 promotions from TechSoup to help nonprofits like yours with remote collaboration, fundraising, security, and more.
For five days only from November 30 to December 4, you'll have access to special offers from our partners at Adobe, Asana, Avast, Cisco, Box, our Refurbished Hardware program -- to name a few.
How to Better Manage Technical Debt While Innovating on DevOpsDynatrace
Forget the “Unicorns.” There is a lot to learn from “DevOps Unicorns” such as Etsy or Facebook, but for enterprises dealing with technical debt in legacy systems developed by teams no longer with the company, copying the unicorns is not an option.
Richard Dominguez, Operations Developer at Prep Sportswear, needed to “keep the lights on” for their legacy systems, while enabling his DevOps teams to launch new features much faster. Today Prep Sportswear releases more updates to their legacy systems than ever before by reducing MTTR (Mean Time To Repair), giving them more time to innovate on DevOps and Continuous Delivery on their new platform. You’ll learn:
• Top metrics for an Ops dashboard to catch potential issues early
• Tips to manage technical debt in legacy code caused by dev teams long gone
• Efficient ways to close loops while providing input to DevOps so they can optimize innovation and releases
Investor Presentation of Solution Based Training Strategy Hint Creative Group
Overview of SFL process and solution based business model detailing market opportunity for effective sales training. Transforming thousands of sales professionals from an analog to digital sales process, with our world-class sales training.
SF Game Dev Meetup (Oct 2019): To Self-Publish Or Not To Self-Publish, David ...David Piao Chiu
To self-publish or not to self-publish, that is the question. The mobile F2P space is more competitive than ever. Millions of existing apps already in the app stores, thousands of new games launching each week and the costs of user acquisition keeps increasing. Should developers partner with a publisher or launch the game on their own?
This presentation will explore the case of self-publishing versus working with a publisher. We will explore the pros and cons for each one, questions the developer should be asking themselves and their potential publishing partner. Moreover, it will cover best practices for self-publishing, common mistakes to avoid to maximize your success. This will include best practices for improving retention, IAP monetization, ad monetization and virality.
Common Business Terms And Publisher/Developer Expectations -- Daniel Wiggins, Director, Business Development at Kabam (The White Nights: Mobile Games Conference 2014 http://www.wnconf.com).
Mobile UA Tips from the Inside | Paivi Putsepp-SeufertJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | Ever wondered what people from a video network consider best practices for mobile UA? This talk will go over mobile UA tips that are observed by someone managing UA campaigns for top gaming mobile advertisers in Europe. You will walk away with suggestions that you can use in all large-scale UA networks.
Draftkings: Launching w/ Confidence at Scale, FutureStack17 NYCNew Relic
Learn how Draftkings' culture helps drive performance.
Be sure to subscribe and follow New Relic at:
https://twitter.com/NewRelic
https://www.facebook.com/NewRelic
https://www.youtube.com/NewRelicInc
How to Kickstarter: PR & Community ManagementJakub Kwinta
All we've learned during Gamedec's Kickstarter campaign during the global pandemic. To create a successful Kickstarter campaign, you have to adapt how this environment works. Learn the fundamental mechanics that can increase your chance to gather backers and fund your projects. From Stretch Goal structure to the exact date and time in the month to start the campaign - Every detail can make an impact on how you'll handle the whole project.
Similar to Hyper-casual in a Hypercompetitive Market - Voodoo (20)
2. Our Approach
● Long-term, close partnerships
● Fail Fast, refine wisely
● Lead the market & set trends
● Innovate to stay ahead
V
V
V
V
3. Development
Period
Launch
Game
Confirmation
+$20k + $180k + > $800k on average
- D1: > 45%
- D7: > 17%
- CPI < $0.25
Break-even
2M to 6M downloads*: + $40k per M downloads
6M to 10M downloads*: + $50k per M downloads
10M+ downloads*: + $60k per M downloads
Confirmation
Period Performance Payments
Payouts
Conditions
2 months max.Variable
duration
Uncapped
Submit
Prototype
*: IOS US, UK, Japan and China
+ Android US, UK and Japan
The Publishing Agreement
On top of that, we contribute in the ideation process of studios in order to help them get better at doing games. On a platform we have build, you’ll find Open source knowledge with everything we have gathered on games for years now.
You’ll find video tutorials
and regular live streams in which you can ask any question
Our way of working is tailored made because every studio has different needs. On our platform, you’ll find open source knowledge but it will also allow you to test any propotype you have:
Many studios have access to our platform, for free, and can test an unlimited amount of prototypes. We will take care of the campaign, pay for the acquisition and send you feedback on how to improve if it doesnt reach the KPIs we are looking for.
40/10 <50c
Our entire process is completely data driven for a reason people who have been on that market know well: you want to know if you are going into the right direction with your game and if you are working on something that can be big. If not, it’s a waste of time. That is why, we test our games very early in the development process to see if it’s worth investing more time into or if it’s just better to move to the next idea.
V1: 35/13 @ 80 cents
2-3 day sprints work best
By doing large sprints, you’re gambling with a studio’s time
Ideation phase:Basic rules: Mass Market is a huge focus for us. Puzzle game help us add depth later in the development phase
Paper.io
Crowd City
Dune
2048Bubble
Helix Jump
Dunk Hit
Hole.io
Twisty Road!
Splashy
Fight List
Donuts Drift
Balls VS Blocks
Flappy Dunk
IOs are challenging (eg Beads.io)THey are tough to launch because have complex gameplays
A bit like puzzle games, you need that hypercasual relatable core mechanic before thinking about the gameplay
But they can go viral
Paper.io
Crowd City
Dune
2048Bubble
Helix Jump
Dunk Hit
Hole.io
Twisty Road!
Splashy
Fight List
We always do random brainstormings with kids, with guys older than us, with girls and so on. and we always get lots of unfiltered ideas from them because you know people dont know what we are looking for. We just ask them what game would they like to play on phone. and so we got the idea about the water slides during one of those brainstormings.
Started as initial discussion was with Hugo - studio wanted to design an interactive io waterslide game. Hugo backed it and gave reference of Waterslide 3D VR, an Android game
Forgiving/Fun
Satisfying jumps, more depth
Hack is encouraged more
CPI ability to project yourself more onto the game