Christopher Parschat  Lead Product Manager
InOctober 2010…
What’s next    ?
Ourprototype
Game Concept
Historical Timeline2010                             2011                   2012 Oct       Nov-Feb      Mar        Jun-Nov ...
Historical Timeline2010                            2011                    2012                        March Oct       Nov...
Daily Active Users           1.5                             In May,                           1mio daily                 ...
Historical Timeline2010                              2011                 2012 Oct        Nov-Feb      March      Jun-Nov ...
Why?●  Successful   game●  Made   for touch●  Optimize   for few devices●  Seamless   payment flows
One     •  Top 10 grossing year           game in 34 countries         •  >20mn downloadslater…   •  4.5 rating
5 Key Learnings
1. Native Feel Redesign UI
1. Native Feel Redesign UI
1. Native Feel Redesign UI
1. Native Feel First Test
1. Native Feel Tweaking                      ●    Timing                      ●    Scoring                      ●    Balan...
1. Native Feel Redesign UI
1.   2.Accessibility   First loading screens                  Argh, when                  can I play?
1.   2.Accessibility   Quick Access                                       Play after                                      ...
1.    2.Accessibility   Funnel Tracking     Users entering Tutorial       100%              Start Game 1                En...
1.   2.Accessibility   Tutorial
1.   2.Accessibility   Tutorial                           ●    Just-in-time                                information    ...
1.   2.          3.Social                     Facebook Connect
Player sends request to friend
Friend receives request
Monetization8xLogged in playersare 8x more likelyto spend money
Activity2xLogged in playersplay twice as long
Virality1.9mio1.9mio visitorscome each monthfrom Facebook
1.   2.          3.Social       Why FB connect?                                                                           ...
1.   2.          3.Social   Challenges                         ●  Networking                         ●  Login   rate
1.   2.          3.Social   Improving Login Rate
1.   2.          3.Social   Challenges                         ●  Networking                         ●  Login   rate      ...
1.   2.          3.Social   Score balancing
1.   2.          3.Social   Score balancing
1.   2.   3.               4. iPad   Redesign UI
1.   2.   3.               4. iPad   Redesign UI
1.   2.   3.               4. iPad   Redesign UI
1.   2.   3.               4. iPad   Redesign UI
1.   2.   3.               4. iPad   Build Limit     >20mb
1.   2.   3.               4. iPad   Build Limit                         20mb
1.   2.   3.               4. iPad   Re-use Assets
1.   2.   3.   4.                    5.Post-Launch                      Treatment     Daily Active Users               Dec...
1.   2.   3.   4.                    5.Post-Launch                      Treatment                                       1 ...
1.   2.   3.   4.                    5.Post-Launch                      Treatment      Bookings                          C...
5 Key Learnings1. Native Feel               2. Accessibility                     3. Social                                ...
Today…
What’s next    ?
2010   2011              ?              …              2012
wooga.com/jobs
Christopher Paschat  Lead Product Manager    twitter.com/curisu  Anyquestions                ?
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
Diamond Dash iOS - Post Mortem_GDC Europe 2012
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Diamond Dash iOS - Post Mortem_GDC Europe 2012

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Diamond Dash iOS - Post Mortem_GDC Europe 2012

  1. 1. Christopher Parschat Lead Product Manager
  2. 2. InOctober 2010…
  3. 3. What’s next ?
  4. 4. Ourprototype
  5. 5. Game Concept
  6. 6. Historical Timeline2010 2011 2012 Oct Nov-Feb Mar Jun-Nov Dec Jan-MarConcept Development Launch Development Launch Optimization
  7. 7. Historical Timeline2010 2011 2012 March Oct Nov-Feb Jun-Nov Dec Jan-MarConcept Development Development Launch Optimization Launch
  8. 8. Daily Active Users 1.5 In May, 1mio daily active users 1.0millions 0.5 Released in March 0.0 14-Mar 29-Mar 13-Apr 28-Apr 13-May
  9. 9. Historical Timeline2010 2011 2012 Oct Nov-Feb March Jun-Nov Dec Jan-MarConcept Development Launch Launch Optimization Development for iOS
  10. 10. Why?●  Successful game●  Made for touch●  Optimize for few devices●  Seamless payment flows
  11. 11. One •  Top 10 grossing year game in 34 countries •  >20mn downloadslater… •  4.5 rating
  12. 12. 5 Key Learnings
  13. 13. 1. Native Feel Redesign UI
  14. 14. 1. Native Feel Redesign UI
  15. 15. 1. Native Feel Redesign UI
  16. 16. 1. Native Feel First Test
  17. 17. 1. Native Feel Tweaking ●  Timing ●  Scoring ●  Balancing ●  Number of gems
  18. 18. 1. Native Feel Redesign UI
  19. 19. 1. 2.Accessibility First loading screens Argh, when can I play?
  20. 20. 1. 2.Accessibility Quick Access Play after just 1 click!
  21. 21. 1. 2.Accessibility Funnel Tracking Users entering Tutorial 100% Start Game 1 End Game 1 Start Game 2 End Game 2 … Tutorial Finished x%
  22. 22. 1. 2.Accessibility Tutorial
  23. 23. 1. 2.Accessibility Tutorial ●  Just-in-time information ●  Pacing of new features
  24. 24. 1. 2. 3.Social Facebook Connect
  25. 25. Player sends request to friend
  26. 26. Friend receives request
  27. 27. Monetization8xLogged in playersare 8x more likelyto spend money
  28. 28. Activity2xLogged in playersplay twice as long
  29. 29. Virality1.9mio1.9mio visitorscome each monthfrom Facebook
  30. 30. 1. 2. 3.Social Why FB connect? 64% 8x 2x 1.9 mio Monetization Activity Visitors per month
  31. 31. 1. 2. 3.Social Challenges ●  Networking ●  Login rate
  32. 32. 1. 2. 3.Social Improving Login Rate
  33. 33. 1. 2. 3.Social Challenges ●  Networking ●  Login rate ●  Keep up with flash version ●  Score balancing
  34. 34. 1. 2. 3.Social Score balancing
  35. 35. 1. 2. 3.Social Score balancing
  36. 36. 1. 2. 3. 4. iPad Redesign UI
  37. 37. 1. 2. 3. 4. iPad Redesign UI
  38. 38. 1. 2. 3. 4. iPad Redesign UI
  39. 39. 1. 2. 3. 4. iPad Redesign UI
  40. 40. 1. 2. 3. 4. iPad Build Limit >20mb
  41. 41. 1. 2. 3. 4. iPad Build Limit 20mb
  42. 42. 1. 2. 3. 4. iPad Re-use Assets
  43. 43. 1. 2. 3. 4. 5.Post-Launch Treatment Daily Active Users Dec 2011 Mar 2012 Jul 2012
  44. 44. 1. 2. 3. 4. 5.Post-Launch Treatment 1 update per month •  Magic Powers •  Color Splash •  Better networking •  Better balancing •  iPad (retina) •  Deeper FB integration Pre-Launch Launch Post-Launch
  45. 45. 1. 2. 3. 4. 5.Post-Launch Treatment Bookings Color Splash Magic Powers Dec 2011 Mar 2012 May 2012 Jul 2012
  46. 46. 5 Key Learnings1. Native Feel 2. Accessibility 3. Social Pre- Launch Post- Launch Launch 4. iPad 5. Post-Launch Treatment
  47. 47. Today…
  48. 48. What’s next ?
  49. 49. 2010 2011 ? … 2012
  50. 50. wooga.com/jobs
  51. 51. Christopher Paschat Lead Product Manager twitter.com/curisu Anyquestions ?

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