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A  Long  Way  To  The           
If  You  Want  To  Be  An  Indie  Flash  Dev  


The  big  fella:  David  Scott     
The  balding  guy:  Paul  Preece  
 
                                                   
                                                             
       
     We  made  the  first  ever  flash  Tower  Defense  game  
                           
  
     We  made  Desktop  Tower  Defense!  
                            
  
 
                 
       
       
       
  
  
  
            
 
     Last  year  we  grew  from  12  to  120  people  
     We  have  the  most  popular  RTS  game  on  FB  
     1.5mm+  people  play  our  games  each  day  
                                                   
                                                           
  
               
 
 
 
 
       Design  
           Increasing  your  chances  of  success  
       Execution  
           Iterating  on  what  works  
       Profit!  
           Mo  money,  mo  games  
Design     The  Correct  Theme  
     Matching  Theme  to  Game  Play  
  
       
       
       
       
Design     The  Correct  Theme  
stuff  
Crush  The  Castle  (April  28th,  2009)     Angry  Birds  (Dec  11th,  2009)  
Design     An  example  from  our  past  
Going  from  Casual  to  Hardcore  
Design     An  example  from  our  past  
War  Commander  
Design     Nailing  the  first  session  
Minimizing  drop-­‐off  
  What  you  should  I  measure?  
     Tutorial  no-­‐load,  drop,  completion  rates  
     Retention  
                                          
Design     Nailing  the  first  session  
                                        
                                   
The  sales  pitch  
Execution     Iterate,  Iterate,  Iterate  
Crappy  prototype  >  amazing  design  document  
Build  on  the  prototype  making  sure  each  layer  
feels  right  
Create  a  vertical  slice    
  How  changes  in  one  area  impact  another  
  See  the  bigger  picture  
  Accept  nothing  less  than  a  fun  experience  
Release  early  
Execution     Keep  What  Works  
Engage  eager  play  testers    
  (mind  demographic)    
Seek  &  Listen  to  critical  feedback  
  aggregate  it,  ignore  outliers  
  be  objective,  do  not  take  it  personally  
Removing  a  broken  feature  is  still  progress  
Execution     Focus  &  Priority  
Once  the  game  is  solid  move  on  to  other  non-­‐
code  areas  
Think  about  'force  multipliers'  
  New  user  experience  
  Localization  
  Website  with  area  for  fans,  additional  
  content/levels  
  Marketing  
Revenue     Top  Tip  
Do  not  cap  spend!  
                                
                                     
                                          
                           
Revenue     What  Works  (for  us)  
Good  
  Speeding  up  time  
  Customization    
  Revenge!  
Bad  
  Customization  
Revenue     Marketing  
What  is  it?  
   It  is  the  buying  of  players  
                                             
Crazy!  Why  would  you  buy  players?  
   As  soon  as  avg  LTV  >  avg  CPI  
What  is  LTV  &  CPI?  
   LTV  is  Life  Time  Value  
   CPI  is  Cost  Per  Install  
Revenue     Marketing  
Science  bit  (using  example  numbers)  
  $2.00  LTV  
  $1.00  CPI  
  10,000  paid  installs  =  $10,000  profit!  
    
Revenue     Marketing  
With  no  virality,  primary  installs  costing  $1  (that  have  
an  ARPU  of  $0.75)  equate  to  $0.25  net  loss  per  install    
  
   With  virality  however,  
   the  ARPU  of  $0.75  has  a  
   multiple  of  2,  essentially  
   doubling  revenue  with  a  
   net  gain  of  $0.50  per  
   primary  install  
Revenue     Marketing  
Pay  attention  to  
  Buying  the  right  players    
  Margin  between  LTV  and  CPI  
  Diminishing  returns  as  you  scale  up  
    
    
    
TL;DR  
Prepare  to  take  many  shots  on  goal  
Synergize  theme,  mechanics,  player  expectations  
Focus  on  your  first  session  
Get  an  end-­‐to-­‐end  slice  working  
Listen  to  feedback  and  be  ruthless!  
                        
                                             
Leverage  the  power  of  marketing  
Q&A  
 David  Scott  
dave@kixeye.com  
         
 Paul  Preece  
paul@kixeye.com  
www.KIXEYE.com/jobs  
Creative:                       Product:  
   UI  /  UX  DESIGNER             TECHNICAL  PROJECT  MANAGER  
   ART  DIRECTOR                   ASSOCIATE  PRODUCT  MANAGER  
   GAME  DESIGNER                  EXECUTIVE  PRODUCER  
                                   PRODUCT  MANAGER  
Engineering:                       SENIOR  DATA  ANALYST  
   2D/3D  GAME  ENGINEER  
   SENIOR  GAMES  ENGINEER         Full  health,  dental,  and  vision  insurance    
   SENIOR  PHP  ENGINEER           (100%  paid  by  the  company)  
   LEAD  FLASH  ENGINEER           Tax-­‐free  commuter  passes  
   GAMES                           Relocation  packages  
   FLASH  ENGINEER                 Employee  stock  program  
   ANALYTICS  ENGINEER             Gym  pass  to  Equinox  
                                   Located  within  4  blocks  of  both  BART  &  Muni  
   PHP  ENGINEER  
                                   Stocked  kitchen  &  catered  lunches  twice  a  week  
   SENIOR  SERVER  ENGINEER        Paid  vacation  
   SERVER  ENGINEER                Bright  new  office  space  and  gaming  lounge  
   SYSTEMS  ENGINEER               You  get  to  work  with  Paul  and  Dave  EVERY  DAY!  
It's A Long Way To The Top...If You Want To Be An Indie Flash Dev by David Scott & Paul Preece of KIXEYE

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It's A Long Way To The Top...If You Want To Be An Indie Flash Dev by David Scott & Paul Preece of KIXEYE

  • 1. A  Long  Way  To  The     If  You  Want  To  Be  An  Indie  Flash  Dev   The  big  fella:  David  Scott     The  balding  guy:  Paul  Preece  
  • 2.         We  made  the  first  ever  flash  Tower  Defense  game       We  made  Desktop  Tower  Defense!      
  • 3.                  
  • 4.   Last  year  we  grew  from  12  to  120  people   We  have  the  most  popular  RTS  game  on  FB   1.5mm+  people  play  our  games  each  day          
  • 5.  
  • 6.  
  • 7.  
  • 8.   Design             Increasing  your  chances  of  success   Execution     Iterating  on  what  works   Profit!             Mo  money,  mo  games  
  • 9. Design    The  Correct  Theme   Matching  Theme  to  Game  Play            
  • 10. Design    The  Correct  Theme   stuff   Crush  The  Castle  (April  28th,  2009)   Angry  Birds  (Dec  11th,  2009)  
  • 11. Design    An  example  from  our  past   Going  from  Casual  to  Hardcore  
  • 12. Design    An  example  from  our  past   War  Commander  
  • 13. Design    Nailing  the  first  session   Minimizing  drop-­‐off   What  you  should  I  measure?   Tutorial  no-­‐load,  drop,  completion  rates   Retention    
  • 14. Design    Nailing  the  first  session       The  sales  pitch  
  • 15. Execution    Iterate,  Iterate,  Iterate   Crappy  prototype  >  amazing  design  document   Build  on  the  prototype  making  sure  each  layer   feels  right   Create  a  vertical  slice     How  changes  in  one  area  impact  another   See  the  bigger  picture   Accept  nothing  less  than  a  fun  experience   Release  early  
  • 16. Execution    Keep  What  Works   Engage  eager  play  testers     (mind  demographic)     Seek  &  Listen  to  critical  feedback   aggregate  it,  ignore  outliers   be  objective,  do  not  take  it  personally   Removing  a  broken  feature  is  still  progress  
  • 17. Execution    Focus  &  Priority   Once  the  game  is  solid  move  on  to  other  non-­‐ code  areas   Think  about  'force  multipliers'   New  user  experience   Localization   Website  with  area  for  fans,  additional   content/levels   Marketing  
  • 18. Revenue    Top  Tip   Do  not  cap  spend!          
  • 19. Revenue    What  Works  (for  us)   Good   Speeding  up  time   Customization     Revenge!   Bad   Customization  
  • 20. Revenue    Marketing   What  is  it?   It  is  the  buying  of  players     Crazy!  Why  would  you  buy  players?   As  soon  as  avg  LTV  >  avg  CPI   What  is  LTV  &  CPI?   LTV  is  Life  Time  Value   CPI  is  Cost  Per  Install  
  • 21. Revenue    Marketing   Science  bit  (using  example  numbers)   $2.00  LTV   $1.00  CPI   10,000  paid  installs  =  $10,000  profit!    
  • 22. Revenue    Marketing   With  no  virality,  primary  installs  costing  $1  (that  have   an  ARPU  of  $0.75)  equate  to  $0.25  net  loss  per  install       With  virality  however,   the  ARPU  of  $0.75  has  a   multiple  of  2,  essentially   doubling  revenue  with  a   net  gain  of  $0.50  per   primary  install  
  • 23. Revenue    Marketing   Pay  attention  to   Buying  the  right  players     Margin  between  LTV  and  CPI   Diminishing  returns  as  you  scale  up        
  • 24. TL;DR   Prepare  to  take  many  shots  on  goal   Synergize  theme,  mechanics,  player  expectations   Focus  on  your  first  session   Get  an  end-­‐to-­‐end  slice  working   Listen  to  feedback  and  be  ruthless!       Leverage  the  power  of  marketing  
  • 25. Q&A   David  Scott   dave@kixeye.com     Paul  Preece   paul@kixeye.com  
  • 26. www.KIXEYE.com/jobs   Creative:   Product:   UI  /  UX  DESIGNER   TECHNICAL  PROJECT  MANAGER   ART  DIRECTOR   ASSOCIATE  PRODUCT  MANAGER   GAME  DESIGNER   EXECUTIVE  PRODUCER     PRODUCT  MANAGER   Engineering:   SENIOR  DATA  ANALYST   2D/3D  GAME  ENGINEER   SENIOR  GAMES  ENGINEER   Full  health,  dental,  and  vision  insurance     SENIOR  PHP  ENGINEER   (100%  paid  by  the  company)   LEAD  FLASH  ENGINEER     Tax-­‐free  commuter  passes   GAMES   Relocation  packages   FLASH  ENGINEER   Employee  stock  program   ANALYTICS  ENGINEER   Gym  pass  to  Equinox   Located  within  4  blocks  of  both  BART  &  Muni   PHP  ENGINEER   Stocked  kitchen  &  catered  lunches  twice  a  week   SENIOR  SERVER  ENGINEER   Paid  vacation   SERVER  ENGINEER   Bright  new  office  space  and  gaming  lounge   SYSTEMS  ENGINEER   You  get  to  work  with  Paul  and  Dave  EVERY  DAY!