20 Things Successful
Game Developers Do
Beyond Making
Games
(And Why They Are Worth Every Bit of Effort)

http://www.slideshare.net/VGVisionary
Table of contents
• Who is this guy!?
• Where does this talk come from?
• Steps 1 - 20
• Summary
• Questions
Who am I?
This is a talk by

Vlad Micu
Now Head of Studio at

Critical Force Entertainment
Used to be the PR Manager of

Grambleworld.com
Did production, game design and creative direction for

arkavis Siam co. ltd. in Thailand
Wrote for many other international outlets including

Gamesauce.org, TechInAsia.com,
PocketGamer.biz, Control Magazine,
Gamer.nl, XBLAFans.com, Casual Connect
Magazine and many more.

@vgvisionary
Partners & Clients
Where does this all come from?
• 600+ developers
interviewed
• Personal start-up
experience
• Advising multiple
international studios
• Reading a BUTTLOAD on
the interwebz
Arcade Online Multiplayer Tank FPS

• Image of different tanks/skins

‘Soft-Launched’ on Android
Installs

Total organic installs: 240.000+ since Dec 18th
Average rating: 4.02/5.00 stars
Installs per day +/- 7000 (for the past 3 days)
Interrupt me any time
• Ask questions
• Comment
• Disagree, please
do!
Bad News
Good News
#1 Prototyping is king
• Failing fast
• Build the core
gameplay
• Kill your darlings
• Repeat x 100
My own first publishing deal
(2009)
The Numbers
• 12.000 euros budget.
– 3 members got paid to
made a new prototype

• 1 team member got a fulltime job.
• Pulse was later
developed for 100k by an
external developer.
• Pulse flopped with only
1000 sales on iOS.
Even the big boys do it!

www.globalgamejam.org
#2 The first 0-15 minutes count the
MOST

http://www.youtube.com/watch?v=8FpigqfcvlM
Examples
Where are all my players going?

http://www.youtube.com/watch?v=8FpigqfcvlM
#3 Your game is popular before
it’s finished
• YouTubers
• Press
• Key influencers in the
industry
http://www.freelives.net/broforce-game

• Events
Stories
#peepeepeepee

My Hero
#4 Have the Look

“One of the hardest parts of the job when trying to get
people to look at games is having something that is
interesting to look at. Just in the fact that we did a very
dramatic change, which was perceived to be late in
development, everybody was looking.”
– Steve Gibson, VP of Marketing at Gearbox about Borderlands
It really helps, trust us
#5 Test your game with strangers
• At a train station
• In any queue
• As a pick-up line!
• At a school/university
#6 Apply for indie festivals and
competitions
• To volunteer
• To showcase
• Or even speak
Example

www.promoterapp.com/calendar
www.gameconfs.com
Coming soon: App Farm

http://www.socialityrocks.com/
#7 Become a must-have
Or at least a ‘must-try’…
#8 Be prepared for business
• Assets on your mobile
• Elevator pitch
• Investor deck
• Soft-launch numbers 
Check Kadri’s awesome talk here http://www.youtube.com/watch?v=FXRverBntZc
#9 Where’s your investor deck?
#10 Be smart about
EVERYTHING

• Interns/friends are
awesome!
• Integrate processes
that work for you.
• Use that lovely
Minimal Effective
Dose (MED)
approach.
20/80 rule

www.lifehacker.com
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#11 Gather info

FREE-TO-PLAY & FREEMIUM DEVELOPMENT
Ethical F2P Game Design - LINK
Successfully Migrating to F2P LINK
The ghosts of development past – Free to Play Tips for 2013 LINK
A comprehensive free-to-play game model: revenue, DAU, virality and
retention LINK
Driving free-to-play revenue: Increase conversion rate or increase ARPPU?
LINK
Developer Roundtable: Triple-A, Free-to-Play LINK
The freemium monetization curve is continuous LINK
Is piracy a freemium strategy? LINK
New Study Investigates If Free is the Right Price for Mobile LINK
The Ethics and psychology of the ‘freemium’ model LINK
The Hidden Cost of AB Testing LINK
Alternative Financing Schemes for Mobile Gaming Companies LINK
Dear Indie Mobile Game Developer LINK
The Pyramid of free-to-play game design LINK
Mobile Indies and Three Steps Ahead LINK
USER ACQUISITION
How to define reasonable KPIs for mobile games - LINK
Interpreting the new users drop-off chart - LINK
Three examples of misguided trips to the Top 10 Downloaded Chart - LINK

ANALYTICS
Game Analytics 101 - LINK
Intro to User Analytics - LINK
Getting started with analytics 4: Reading (Part 1) - LINK
The 10 Commandments of Mobile App Analytics - LLINK
Guide to Mobile App Analytics - LINK
Trevor McCalmont's Blog - 5 Common Pitfalls for Mobile Game Analytics LINK
Soft launch product development using the Minimum Viable Metrics - LINK
The Game Life Cycle & Game Analytics: What metrics matter when? - LINK
Top 5 Performance Indicators for Mobile Analytics - Trilibis Mobile Blog LINK
Data-driven design vs. Data-prejudiced design LINK
Analytics is not a cost center LINK
Minimum Viable Metrics for Mobile LINK
Big Data in Mobile Gaming: Optimizing the User Experience LINK
Quantitative Literacy an Interview with Wharton Professor Dr Peter Fader
LINK
Guide to Mobile App Analytics LINK

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DEVELOPMENT
Refining Diablo III LINK
Starcraft 2 as E-SPORT LINK
6 Reasons why Pet Rescue Saga isn't the next Candy Crush Saga LINK
Android Fragmentation Visualized LINK
Gunghos Stock Price Rollercoaster and Hit driven valuations LINK
http://www.gamasutra.com/blogs/TanyaShort/20131010/201752/50_Easy_Steps_to_Ind
ie_Success.php
REVENUE
Mobile gaming revenues are shifting to tablets...and to Asia LINK
iOS vs Android - Revenue Wars Infographic LINK
Six Ways to Maximize App Revenue LINK
Maximize Ad Revenue and Maintain User Retention in Mobile Games LINK
RETENTION
Why the retention profile is more useful than the churn metric in freemium LINK
Retention rates and their impact on lifetime customer value LINK
Three Promotions to Get You Through the Holidays LINK
Improving player engagement, retention and monetization - check out what we’ve got in
store LINK
VIRALITY
Better way to monetize your app and drive deeper engagement LINK
http://ufert.se/user-acquisition/mobile-virality/explaining-tinders-curiously-viral-growth/
USER-ACQUISITION
Emerging Strategies to User Acquisition: Video from Casual Connect Panel LINK
Two misconceptions about paid user acquisition LINK
Infographic: Want your new game to land in the US Top 10? You have 72 hours to
spend $56,000 LINK
User Acquisition Divid Android iOS growing - LINK
#12 (Do market) research
• SWOT analysis
• Competitors
• Devs with similar
backgrounds (and
what they’ve done)
Our own example

• We were the ONLY pitch with market research
Examples

http://grambleworld.com/blog/gramble-tips-ultimate-mobile-game-postmortem-list/
#13 Pitch to everyone
• Blow people away
• You know the market
• Show the core gameplay
• An AWESOME video
helps (example)
#14 Measure or Die

http://www.gameanalytics.com/
#15 We share everything
• Insights and numbers
• Valuable contacts
• Opportunities and jobs
• Even a place to stay
Especially our mistakes
#16 Partnerships get us further
Examples
#17 We become better people
#18 Embrace the power of
timing
Examples
•Resogun on PS4 (Housemarque)

• Company of Tanks on Android (Critical Force Ent.)
#19 Learn to love YouTubers
#20 Get out of the trenches

Like you’re down now, but more often ;)
Bonus: Quantify your work

My numbers (2007-2013)
Career in numbers (2007-2013)
• 21 talks given (next one being in Lviv, Ukraine on January 25th).
• 232 articles written from September 2007 – today.
• 3 website staff managed filled with talented young writers for Gamesauce.org,
Windowsphonefans.com and PSNFans.com
• 1 super-talented development team managed (for arkavis Siam Co. ltd.)
• 10 videogames that I’ve been credited on (only three have been released till this day).
• 30 countries visited in the first 27 years of my life. 9 countries that I’ve lived in.
• 60 video items made with 85.253 views (16324 of which were for Control Magazine).
•500+ people interviewed as an industry journalist (most of them game developers).
•4500+ business cards handed out
•8621 contacts in my Gmail (categorized thanks to Smartr).
• 1200+ hours spent playing League of Legends between summer 2011 and today spread over
my 2x EUW, 1x US and 1x Thai account.
• 1917 friends on Facebook (of which 1016 are Game Industry-related). I’ve spoken at least 5
minutes to 99% of them.
• 2000+ LinkedIn connections I have no clue what to do with.
• 97+ press badges collected
• 3 months per year spent traveling or abroad on average (4.5 months in 2013)
Bonus #2: Watch my own lectures!

www.youtube.com/vgvisionary
#imlonely

Contact me
• @vgvisionary
• Mail me at v.micu@vgvisionary.com
• Lectures: www.slideshare.net/VGVisionary
Thanks!

Questions?

Vlad Micu “20 things succesful game developers do beyond making games”

  • 2.
    20 Things Successful GameDevelopers Do Beyond Making Games (And Why They Are Worth Every Bit of Effort) http://www.slideshare.net/VGVisionary
  • 3.
    Table of contents •Who is this guy!? • Where does this talk come from? • Steps 1 - 20 • Summary • Questions
  • 4.
    Who am I? Thisis a talk by Vlad Micu Now Head of Studio at Critical Force Entertainment Used to be the PR Manager of Grambleworld.com Did production, game design and creative direction for arkavis Siam co. ltd. in Thailand Wrote for many other international outlets including Gamesauce.org, TechInAsia.com, PocketGamer.biz, Control Magazine, Gamer.nl, XBLAFans.com, Casual Connect Magazine and many more. @vgvisionary
  • 5.
  • 6.
    Where does thisall come from? • 600+ developers interviewed • Personal start-up experience • Advising multiple international studios • Reading a BUTTLOAD on the interwebz
  • 7.
    Arcade Online MultiplayerTank FPS • Image of different tanks/skins ‘Soft-Launched’ on Android
  • 8.
    Installs Total organic installs:240.000+ since Dec 18th Average rating: 4.02/5.00 stars Installs per day +/- 7000 (for the past 3 days)
  • 9.
    Interrupt me anytime • Ask questions • Comment • Disagree, please do!
  • 10.
  • 11.
  • 12.
    #1 Prototyping isking • Failing fast • Build the core gameplay • Kill your darlings • Repeat x 100
  • 13.
    My own firstpublishing deal (2009)
  • 14.
    The Numbers • 12.000euros budget. – 3 members got paid to made a new prototype • 1 team member got a fulltime job. • Pulse was later developed for 100k by an external developer. • Pulse flopped with only 1000 sales on iOS.
  • 15.
    Even the bigboys do it! www.globalgamejam.org
  • 16.
    #2 The first0-15 minutes count the MOST http://www.youtube.com/watch?v=8FpigqfcvlM
  • 17.
  • 18.
    Where are allmy players going? http://www.youtube.com/watch?v=8FpigqfcvlM
  • 19.
    #3 Your gameis popular before it’s finished • YouTubers • Press • Key influencers in the industry http://www.freelives.net/broforce-game • Events
  • 20.
  • 21.
  • 22.
    #4 Have theLook “One of the hardest parts of the job when trying to get people to look at games is having something that is interesting to look at. Just in the fact that we did a very dramatic change, which was perceived to be late in development, everybody was looking.” – Steve Gibson, VP of Marketing at Gearbox about Borderlands
  • 23.
  • 24.
    #5 Test yourgame with strangers • At a train station • In any queue • As a pick-up line! • At a school/university
  • 25.
    #6 Apply forindie festivals and competitions • To volunteer • To showcase • Or even speak
  • 26.
  • 27.
    Coming soon: AppFarm http://www.socialityrocks.com/
  • 28.
    #7 Become amust-have
  • 29.
    Or at leasta ‘must-try’…
  • 30.
    #8 Be preparedfor business • Assets on your mobile • Elevator pitch • Investor deck • Soft-launch numbers  Check Kadri’s awesome talk here http://www.youtube.com/watch?v=FXRverBntZc
  • 31.
    #9 Where’s yourinvestor deck?
  • 32.
    #10 Be smartabout EVERYTHING • Interns/friends are awesome! • Integrate processes that work for you. • Use that lovely Minimal Effective Dose (MED) approach.
  • 33.
  • 34.
    • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • #11 Gather info FREE-TO-PLAY& FREEMIUM DEVELOPMENT Ethical F2P Game Design - LINK Successfully Migrating to F2P LINK The ghosts of development past – Free to Play Tips for 2013 LINK A comprehensive free-to-play game model: revenue, DAU, virality and retention LINK Driving free-to-play revenue: Increase conversion rate or increase ARPPU? LINK Developer Roundtable: Triple-A, Free-to-Play LINK The freemium monetization curve is continuous LINK Is piracy a freemium strategy? LINK New Study Investigates If Free is the Right Price for Mobile LINK The Ethics and psychology of the ‘freemium’ model LINK The Hidden Cost of AB Testing LINK Alternative Financing Schemes for Mobile Gaming Companies LINK Dear Indie Mobile Game Developer LINK The Pyramid of free-to-play game design LINK Mobile Indies and Three Steps Ahead LINK USER ACQUISITION How to define reasonable KPIs for mobile games - LINK Interpreting the new users drop-off chart - LINK Three examples of misguided trips to the Top 10 Downloaded Chart - LINK ANALYTICS Game Analytics 101 - LINK Intro to User Analytics - LINK Getting started with analytics 4: Reading (Part 1) - LINK The 10 Commandments of Mobile App Analytics - LLINK Guide to Mobile App Analytics - LINK Trevor McCalmont's Blog - 5 Common Pitfalls for Mobile Game Analytics LINK Soft launch product development using the Minimum Viable Metrics - LINK The Game Life Cycle & Game Analytics: What metrics matter when? - LINK Top 5 Performance Indicators for Mobile Analytics - Trilibis Mobile Blog LINK Data-driven design vs. Data-prejudiced design LINK Analytics is not a cost center LINK Minimum Viable Metrics for Mobile LINK Big Data in Mobile Gaming: Optimizing the User Experience LINK Quantitative Literacy an Interview with Wharton Professor Dr Peter Fader LINK Guide to Mobile App Analytics LINK • • • • • • • • • • • • • • • • • • • • • • • • • • DEVELOPMENT Refining Diablo III LINK Starcraft 2 as E-SPORT LINK 6 Reasons why Pet Rescue Saga isn't the next Candy Crush Saga LINK Android Fragmentation Visualized LINK Gunghos Stock Price Rollercoaster and Hit driven valuations LINK http://www.gamasutra.com/blogs/TanyaShort/20131010/201752/50_Easy_Steps_to_Ind ie_Success.php REVENUE Mobile gaming revenues are shifting to tablets...and to Asia LINK iOS vs Android - Revenue Wars Infographic LINK Six Ways to Maximize App Revenue LINK Maximize Ad Revenue and Maintain User Retention in Mobile Games LINK RETENTION Why the retention profile is more useful than the churn metric in freemium LINK Retention rates and their impact on lifetime customer value LINK Three Promotions to Get You Through the Holidays LINK Improving player engagement, retention and monetization - check out what we’ve got in store LINK VIRALITY Better way to monetize your app and drive deeper engagement LINK http://ufert.se/user-acquisition/mobile-virality/explaining-tinders-curiously-viral-growth/ USER-ACQUISITION Emerging Strategies to User Acquisition: Video from Casual Connect Panel LINK Two misconceptions about paid user acquisition LINK Infographic: Want your new game to land in the US Top 10? You have 72 hours to spend $56,000 LINK User Acquisition Divid Android iOS growing - LINK
  • 35.
    #12 (Do market)research • SWOT analysis • Competitors • Devs with similar backgrounds (and what they’ve done)
  • 36.
    Our own example •We were the ONLY pitch with market research
  • 37.
  • 38.
    #13 Pitch toeveryone • Blow people away • You know the market • Show the core gameplay • An AWESOME video helps (example)
  • 39.
    #14 Measure orDie http://www.gameanalytics.com/
  • 40.
    #15 We shareeverything • Insights and numbers • Valuable contacts • Opportunities and jobs • Even a place to stay
  • 41.
  • 42.
  • 43.
  • 44.
    #17 We becomebetter people
  • 45.
    #18 Embrace thepower of timing
  • 46.
    Examples •Resogun on PS4(Housemarque) • Company of Tanks on Android (Critical Force Ent.)
  • 47.
    #19 Learn tolove YouTubers
  • 48.
    #20 Get outof the trenches Like you’re down now, but more often ;)
  • 49.
    Bonus: Quantify yourwork My numbers (2007-2013)
  • 50.
    Career in numbers(2007-2013) • 21 talks given (next one being in Lviv, Ukraine on January 25th). • 232 articles written from September 2007 – today. • 3 website staff managed filled with talented young writers for Gamesauce.org, Windowsphonefans.com and PSNFans.com • 1 super-talented development team managed (for arkavis Siam Co. ltd.) • 10 videogames that I’ve been credited on (only three have been released till this day). • 30 countries visited in the first 27 years of my life. 9 countries that I’ve lived in. • 60 video items made with 85.253 views (16324 of which were for Control Magazine). •500+ people interviewed as an industry journalist (most of them game developers). •4500+ business cards handed out •8621 contacts in my Gmail (categorized thanks to Smartr). • 1200+ hours spent playing League of Legends between summer 2011 and today spread over my 2x EUW, 1x US and 1x Thai account. • 1917 friends on Facebook (of which 1016 are Game Industry-related). I’ve spoken at least 5 minutes to 99% of them. • 2000+ LinkedIn connections I have no clue what to do with. • 97+ press badges collected • 3 months per year spent traveling or abroad on average (4.5 months in 2013)
  • 51.
    Bonus #2: Watchmy own lectures! www.youtube.com/vgvisionary
  • 52.
    #imlonely Contact me • @vgvisionary •Mail me at v.micu@vgvisionary.com • Lectures: www.slideshare.net/VGVisionary
  • 53.

Editor's Notes

  • #2 You simply know how to cook
  • #29 Blueberry garden guy Erik Svedäng Cactus Phil Fish Martin Jonasson Cortex Command Dan Tabar
  • #30 Blueberry garden guy Erik Svedäng Cactus Phil Fish Martin Jonasson Cortex Command Dan Tabar
  • #32 Blueberry garden guy Erik Svedäng Cactus Phil Fish Martin Jonasson Cortex Command Dan Tabar
  • #41 Blueberry garden guy Erik Svedäng Cactus Phil Fish Martin Jonasson Cortex Command Dan Tabar
  • #43 Blueberry garden guy Erik Svedäng Cactus Phil Fish Martin Jonasson Cortex Command Dan Tabar
  • #44 Blueberry garden guy Erik Svedäng Cactus Phil Fish Martin Jonasson Cortex Command Dan Tabar