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Kiyoto Tamura
VP Marketing
Treasure Data
Why your VR game’s virtually
useless without data
Stewart Rogers
Director
Marketing Technology
VentureBeat
Nicolas Nadeau
President
Exostatic
Ben Solganik
Producer
Survios
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Webinar Optimization
Kiyoto Tamura
VP Marketing
Treasure Data
Why your VR game’s virtually
useless without data
Stewart Rogers
Director
Marketing Technology
VentureBeat
Nicolas Nadeau
President
Exostatic
Ben Solganik
Producer
Survios
DATA DRIVEN
GAME OPERATIONS
ALL QUESTIONS
ARE VALID
NOT SO LONG AGO...
Decisions based on employee seniority
and driven by ego
FOCUS GROUPS
That was a good first step but there’s a bit of
an issue with only asking questions...
EVERYBODY LIES
WHAT’S ON YOUR LAPTOP ?
Educational software and productivity software, yes of course.
CERTAINLY NONE OF THIS RIGHT?
EVERYBODY LIES
NOT CONVINCED YET?
BAD REVIEWS
WHY USE DATA?
Business opportunity
• Market analysis
Community management
• User feedback analysis
Acquisition / Awareness optimization
• UA / Media Campaigns optimization
Retention / Engagement
• Tutorial optimization
• Game mechanic optimization
Monetization / Sales
• Conversion optimization
• Ad Revenue optimization
SURVIOS ANALYTICS
PC CUSTOM SDK
SERVER LOGS
CONSOLE CUSTOM
SDK
STEAM API
TREASURE DATA CUSTOMER DATA PLATFORM
(CDP)
A Customer Data Platform a marketer-controlled integrated customer database that
can support coordinated programs across multiple channels
Treasure CDP
ID Unification, Segmentation, Syndication Workflow, Query,
Reporting, Data Warehouse, Machine Learning
Data Collection ID Unification, Segmentation, Syndication
Campaign
Execution
WHO WE ARE
• Virtual reality company
• Our mission: expand the human experience and unlock our creative potential
through the power of virtual reality
• The first VR-exclusive game that reached #1 on Steam's Global Top Sellers list
• The first VR game to make $1 million in a month
www.survios.com
Overview: How we use analytics
• DATA DRIVEN DEVELOPMENT
- Interaction with the product
- Game Balancing
- Understanding play pattern and content
preferences
• VALIDATE CORE AUDIENCE
• ENSURING A POSITIVE PRODUCT
EXPERIENCE
- Infrastructure monitoring
- Client performance monitoring
Data driven product development
Identifying and prioritizing
feature development:
•User interaction with the product
•Understand play pattern and
preferences
•Game balancing
Validating core audience
Tutorials and completion percentages
• Pistol - 84%
• Melee - 73%
• Shotgun - 69%
• Defense Turret - 33%
Result:
• Optimize tutorial zones
• Give players easier and faster ways to access
tutorials
Onboarding Statistics
VR Control Scheme Analysis
First time players in Dark Source
Step 1: Identify Step 2: Analyze
Step 3: Monitor
Game Balancing
RAW DATA HERO
OPTIMIZATION
Multiplayer Hero Preference
Match Statistics
CHANGES:
• Cut reloading ammo clip
• Simplified Reload
• Added Auto-grip option
• Improved shotgun handling
VALIDATION:
• Continue to review Boss’s damage,
survivability and victory percentages
Boss Hero Analysis
CHANGES:
• Increased Saija’s health
• Improved tutorials
VALIDATION:
• Reduce punishment for playing a
melee character by increasing health
pool
• Increased percentage of players
finishing tutorials
Character Tuning: Saija
Infrastructure FPS Monitoring
Infrastructure Ping Monitoring
Matchmaking
Minimal waiting time to jump in the action
Q & A
Kiyoto Tamura
VP Marketing
Treasure Data
Why your VR game’s virtually
useless without data
Stewart Rogers
Director
Marketing Technology
VentureBeat
Nicolas Nadeau
President
Exostatic
Ben Solganik
Producer
Survios

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Why Your VR Game is Virtually Useless Without Data

  • 1. Kiyoto Tamura VP Marketing Treasure Data Why your VR game’s virtually useless without data Stewart Rogers Director Marketing Technology VentureBeat Nicolas Nadeau President Exostatic Ben Solganik Producer Survios
  • 2.  Enable pop-ups on your browser.  Use headphones or turn up the system’s speakers to hear the presentation, which will stream through your browser.  Submit questions or comments to the presenters at any time by hitting the Ask A Question button on top of the web console.  Technical issues? Click “Help” or submit a question through the portal. Webinar Optimization
  • 3. Kiyoto Tamura VP Marketing Treasure Data Why your VR game’s virtually useless without data Stewart Rogers Director Marketing Technology VentureBeat Nicolas Nadeau President Exostatic Ben Solganik Producer Survios
  • 4.
  • 6.
  • 8. NOT SO LONG AGO... Decisions based on employee seniority and driven by ego
  • 9. FOCUS GROUPS That was a good first step but there’s a bit of an issue with only asking questions...
  • 11. WHAT’S ON YOUR LAPTOP ? Educational software and productivity software, yes of course.
  • 12. CERTAINLY NONE OF THIS RIGHT?
  • 15.
  • 17.
  • 18.
  • 19. WHY USE DATA? Business opportunity • Market analysis Community management • User feedback analysis Acquisition / Awareness optimization • UA / Media Campaigns optimization Retention / Engagement • Tutorial optimization • Game mechanic optimization Monetization / Sales • Conversion optimization • Ad Revenue optimization
  • 20. SURVIOS ANALYTICS PC CUSTOM SDK SERVER LOGS CONSOLE CUSTOM SDK STEAM API
  • 21. TREASURE DATA CUSTOMER DATA PLATFORM (CDP) A Customer Data Platform a marketer-controlled integrated customer database that can support coordinated programs across multiple channels Treasure CDP ID Unification, Segmentation, Syndication Workflow, Query, Reporting, Data Warehouse, Machine Learning Data Collection ID Unification, Segmentation, Syndication Campaign Execution
  • 22.
  • 23. WHO WE ARE • Virtual reality company • Our mission: expand the human experience and unlock our creative potential through the power of virtual reality • The first VR-exclusive game that reached #1 on Steam's Global Top Sellers list • The first VR game to make $1 million in a month www.survios.com
  • 24. Overview: How we use analytics • DATA DRIVEN DEVELOPMENT - Interaction with the product - Game Balancing - Understanding play pattern and content preferences • VALIDATE CORE AUDIENCE • ENSURING A POSITIVE PRODUCT EXPERIENCE - Infrastructure monitoring - Client performance monitoring
  • 25. Data driven product development Identifying and prioritizing feature development: •User interaction with the product •Understand play pattern and preferences •Game balancing
  • 27. Tutorials and completion percentages • Pistol - 84% • Melee - 73% • Shotgun - 69% • Defense Turret - 33% Result: • Optimize tutorial zones • Give players easier and faster ways to access tutorials Onboarding Statistics
  • 28. VR Control Scheme Analysis
  • 29. First time players in Dark Source Step 1: Identify Step 2: Analyze Step 3: Monitor Game Balancing
  • 33. CHANGES: • Cut reloading ammo clip • Simplified Reload • Added Auto-grip option • Improved shotgun handling VALIDATION: • Continue to review Boss’s damage, survivability and victory percentages Boss Hero Analysis
  • 34. CHANGES: • Increased Saija’s health • Improved tutorials VALIDATION: • Reduce punishment for playing a melee character by increasing health pool • Increased percentage of players finishing tutorials Character Tuning: Saija
  • 37. Matchmaking Minimal waiting time to jump in the action
  • 38. Q & A
  • 39. Kiyoto Tamura VP Marketing Treasure Data Why your VR game’s virtually useless without data Stewart Rogers Director Marketing Technology VentureBeat Nicolas Nadeau President Exostatic Ben Solganik Producer Survios

Editor's Notes

  1. Introducing VB Insight
  2. founded in 2013
  3. - Identifying and prioritizing feature development is critical - With data we have the ability to know where players are having issues, not just the vocal minorities. SAMPLE ANALYSIS: Interaction with the product Tutorial flow VR Control scheme used Understand play pattern and preferences Character preference Game Balancing Hero tuning using match data
  4. Onboarding & Tutorial Clarity Players progressing throughout the game without accessing all tutorials or purchasing all abilities therefore having a more difficult time than expected.
  5. - Example: Level 2
  6. - Use data to make avatars feel more life-like - Have players be invested in who they’re playing - We optimized hero interaction within game based off of data - Control scheme & weapon interactions
  7. - Hero selection relative to the quit rate in matches - Boss had a low play rate had a high quit rate - It gave us a data point that boss’ experience wasn’t up to our gameplay standards
  8. - How heros are working - Information can be drilled down on to look into specific levels - Where heros are doing - How users and heros interact with enemies - Different difficulties within the game itself - Damage and ability usage
  9. - Problem: Boss (Shotgun) was not being effectively utilized when other heroes were performing as expected. - Cut reloading ammo clip because was too confusing when combined with pump - Simplified reload (one-handed pump) to address learning curve for the hero - Added auto grip option to help attach hands to shotgun pump - Improved shotgun handling by aiming w/ two hands
  10. - Problem: Saija players had a higher than average number of deaths although general performance regarding damage was appropriate. Improved tutorials for more obvious so players have a better understanding of all abilities available
  11. - Ensuring a positive product experience - High FPS critical for VR immersion
  12. - Ensuring a positive product experience - Low Ping essential for a FPS title
  13. - Ensuring a positive product experience