The Story of Transformice :
The 60 million players indie game
Mélanie Christin - Atelier 801
m.christin@atelier801.com - @Melibellule
Who are we?
● Working for Ankama on
their major MMORPG
● We want to make a
game on our own
First concept art
● The concept comes from a real life
experience
First prototype
Splasher art
Launching : May 1st 2010
● Launching on a French video games forum >
● Instant success!
● SomethingAwful (Goons) forums find us
● English translation
All the video game websites pick it up!
Scaling up
● Our server melted under the demand, but we can’t afford more
● Ads!
● Donate button > didn’t work that much (3000€ in 2 years)
2010 : 11 000€ 47€/day
Founding our own studio!
● We resign from Ankama one year later (April 2011)
● Playerbase doubles
● Translation in all languages: exotic country
distribution
2011 : From 150,000 to 300,000 visitors/day
● Ads perform REALLY well!
2011 : 103,000€ 280€/day + pre-loader: 55,000$
● Hiring our first employee!
But suddenly...
We got banned from Google Adsense.
… Oops.
Getting back on our feet
● Google pays 60 days later > 13 500€ gone
● No way to contact Google
● We stop paying ourselves for 6 months
● Replacing with other ad networks
Until finally...
We get unbanned in February 2012.
Why?
Shifting economic models
● New ad banner doesn’t pay enough
● We don’t want to rely on ads anymore
We decide to go Free-to-Play
● Six months of development
● Choosing price points
● Re-drawing 200 items
… Success!
● More than 250,000€ generated the first month, 1M€ by the end of 2012
● Hiring 8 new people and moving to bigger office
Tackling year 2013
● We’ve seen too big, flirting with break-even
● Reactivating ad banners in November 2013
2014 : Getting better
● We stop giving hats for free during events = better monetization
2014 : 929,025€ Benefit: 40,309€
2015: Steam!
● Releasing on Steam on January the 30th
● New articles
● 1M downloads
● 800 000+ new accounts
● 100 000$ net
What Went Right
● Physics
● Real Time Multiplayer
● Accessibility
● Localization
● Two-people Team
● Graphics
● Players’ Feedback
What Went Wrong
● Two-people Team
● Read small characters
● Hiring too fast
● Disregard mobile
● Monetization
… we had no idea what we were doing
… Thank you!
Mélanie Christin
m.christin@atelier801.com
@Melibellule

Transformice: from small Flash game to 60 million players ММО

  • 1.
    The Story ofTransformice : The 60 million players indie game Mélanie Christin - Atelier 801 m.christin@atelier801.com - @Melibellule
  • 2.
    Who are we? ●Working for Ankama on their major MMORPG ● We want to make a game on our own
  • 3.
    First concept art ●The concept comes from a real life experience First prototype Splasher art
  • 4.
    Launching : May1st 2010 ● Launching on a French video games forum > ● Instant success! ● SomethingAwful (Goons) forums find us ● English translation All the video game websites pick it up!
  • 5.
    Scaling up ● Ourserver melted under the demand, but we can’t afford more ● Ads! ● Donate button > didn’t work that much (3000€ in 2 years) 2010 : 11 000€ 47€/day
  • 6.
    Founding our ownstudio! ● We resign from Ankama one year later (April 2011) ● Playerbase doubles ● Translation in all languages: exotic country distribution 2011 : From 150,000 to 300,000 visitors/day
  • 7.
    ● Ads performREALLY well! 2011 : 103,000€ 280€/day + pre-loader: 55,000$ ● Hiring our first employee! But suddenly... We got banned from Google Adsense.
  • 8.
  • 9.
    Getting back onour feet ● Google pays 60 days later > 13 500€ gone ● No way to contact Google ● We stop paying ourselves for 6 months ● Replacing with other ad networks Until finally... We get unbanned in February 2012. Why?
  • 10.
    Shifting economic models ●New ad banner doesn’t pay enough ● We don’t want to rely on ads anymore We decide to go Free-to-Play ● Six months of development ● Choosing price points ● Re-drawing 200 items
  • 11.
    … Success! ● Morethan 250,000€ generated the first month, 1M€ by the end of 2012 ● Hiring 8 new people and moving to bigger office
  • 12.
    Tackling year 2013 ●We’ve seen too big, flirting with break-even ● Reactivating ad banners in November 2013
  • 13.
    2014 : Gettingbetter ● We stop giving hats for free during events = better monetization 2014 : 929,025€ Benefit: 40,309€
  • 14.
    2015: Steam! ● Releasingon Steam on January the 30th ● New articles ● 1M downloads ● 800 000+ new accounts ● 100 000$ net
  • 15.
    What Went Right ●Physics ● Real Time Multiplayer ● Accessibility ● Localization ● Two-people Team ● Graphics ● Players’ Feedback
  • 16.
    What Went Wrong ●Two-people Team ● Read small characters ● Hiring too fast ● Disregard mobile ● Monetization … we had no idea what we were doing
  • 17.
    … Thank you! MélanieChristin m.christin@atelier801.com @Melibellule