SlideShare una empresa de Scribd logo
1 de 17
Descargar para leer sin conexión
Building the pipeline for Fun
Amar Chittimalli
Founder/CEO - FaunaFace, Inc
@chitimalli
Background
- Building games for more than a +11 years
- Digipen - Game Dev - Programming
- Casual, Social, Mobile & CMO games
Smash Wars [Soft Launched]
- #SmashTillYouCrash
- Endless Surfing Fun
- CAN, AUS & IND
Game Of Suits [Pre-Launch]
- 1st PrizeWinner for 10K GDC-Next - 2014
- Match 3 meets Poker
- Casual, Mobile, Social
Takeaways for building the FUN pipeline
● Your FUN pipeline has three elements : Team/Tools, Game , Players
● Your FUN pipeline starts and ends with your : Customer/Mkt
● Your FUN pipeline has two sides : Pyramid & Funnel
● Your FUN pipeline is built Iteratively : Build, Share, Measure, Refine
What is a Fun pipeline? What does it consist ?
Your Fun pipeline is a process that Three core elements
“Team+Tools” “Game” “Player/Mkt”
Team
+
Tools
Fun Game
+
Retention Game
Market
+
Players
Ship
your Game
Player is
Acquired
Monetize
&
Retain
Use tools
Build a
Game
Start & keep knowing your Player and the Mkt
The Half Life of a Mobile game is ½ to 2 years - compared to other
entertainment medium (Music, Movies, Games)
The shorter the ½ life, the more power creator has, as there is
more demand for new content.
: David Helgason (Founder of Unity - Unite 2013)
Returning vs New Players
● Returning players monetize well
● Its easier to engage returning players
● Lowers your acquisition cost for next game
● Build a community & give player the tools to share
● Ex: Everyplay
Overview to build a FUN pipeline - - Its Iterative
Pre-Launch
1. Analyze the App store and identify your customer
2. Design the core game mechanics
3. Pick the right tools to start building your game
4. Prototype - Play-Test, Beta-Test & Pre-Launch your game
Post Launch
5. Launch your game
6. Measure for retention & monetization & get feedback
7. Refine by prototyping or adding features and GoTo Step:5
FUN
You cannot measure FUN
in One GO!
Few recommended stages to build you FUN pipeline
GAME CUSTOMER
● Prototype Inhouse & Friends
● Alpha Friends & PlayTesters
● Beta External Testers
● Pre-Launch Beta, One Language
● Soft Launch AppStore - Few countries
● Global Platform New platforms or new regions
● Full Launch Localized UI and GamePlay for Max FUN
Your FUN pipeline is a TWO way road!
The Pyramid [Building your Game] Pre-Launch
● Core Game
● Retention Game
● Super Fan Game
The Funnel [Operating your Game] Post-Launch
● Acquisition
● Retention
● Monetization
The Funnel side of FUN pipeline is equally important, if ignored the party is a short one
The Funnel - Operating GameThe Pyramid - Building Game
Core Loop
FREE
Retention Game
$
Super-Fan
Game
$$$
- Central point for engagement
-Free & unrestricted access forever
-Short, around (1 to 2) min
Ex:One Run in JetPack, Subway Surfer
-Encourages Players to Come back
-Various Game play modes
Ex:
Leveling up, New Content.. etc
Whales: Measure Time by Money
Post Launch, Multiplayer, &,
Tournaments, Higher Level
Ex: Guilds in MMO, Community,
Acquisition
Retention
Monetization
Paid install, organic, PR,
ad’s, virality, cross-
promotion
Bad retention, leads waste of $$$
spent on acquisition
-Monetization, doesn’t
limit players FUN.
-Goal is to identify
super-fans and let them
spend TIME == MONEY
Src: GamesBrief
Few considerations to build your game Pyramid
Once the Game Design is finalized. Make you consider some of these into
● Choose your Tech based
○ Game design
○ Art style
● Think Cross Platform - Start with one
● Consider A/B testing [Prototyping]
● Analytics is a must
● Multiplayer & Social
● Offline Support
Game
Design
ART
UI
Game
Dev
FUN
Few consideration to build your game Funnel
Features needed for operating your Funnel: It’s all about knowing your Player
● Player Accounts - Know your Player/Auth
● Virtual Goods Mgt - Monetization
● Data Mgt - Player and Game Data
● Cross multiplayer platform - Retention
● Social & Messaging - Virality
● Game promotions - Deals and Offers
● Analytics & Attribution analytics - Measure your cost and engagement
● Cross Promotion/News - Quality and easy user acquisition
● Many more ...
Consider these before picking a Service
Goals : User Acquisition + Retention + Monetization
● Cost per month
● Ease of Integration
● Designed for any game?
● Tutorials and documentation
● Custom game code?
● Server to Server interaction?
● Great dashboard
● Analytics
● Full access to your PlayerData
Few services for managing your game Funnel
● Playfab
○ Free, Runs on AWS, Built for game, Pay for Add-On, Server-to-Server
● GameSparks
○ Freemium, [Pay per MAU],
● Soomla
○ Free, Open Source - Need to share your game data to other games anonymously]
● Yahoo/Player.io
○ Yahoo Games Net [Player.io] [Rev Share 0% - 5% - 10%]
● Heroic Labs
○ YC company (pretty New)
● Build Your Own [non-gaming]
○ Amazon Mobile :
○ Parse.io /Facebook Compare: goo.gl/Qbz7xD
More Tools & Blogs for mobile game (recommended)
App Annie - Market, Appstore Insights
Pocket Gamer - Discovery/News/Events/Res
TouchArcade - Mobile Game reviews
Game Insight - Mobile/News/Discovery
Game Sauce - Interviews/Postmortem tools
Chartboost - Dev success stories
Game Analytics - Analytics & Dev Blog
Soomla - Tools/Open source
DeltaDNA - Measure, Analyze, Engage
LeanPlum - A/B Testing & Analytics
Saltr - Customize in real time
HelpShift - Mobile CRM
Soomla Grow - Analytics & Whale Report
Pre-Launch - Beta Testers
Takeaways for building the FUN pipeline
● Your FUN pipeline has three elements : Team/Tools, Game , Players
● Your FUN pipeline starts and ends with your : Customer/Mkt
● Your FUN pipeline has two sides : Pyramid & Funnel
● Your FUN pipeline is built Iteratively : Build, Share, Measure, Refine
questions ?
amar@faunaface.com / @chitimalli
Slides: goo.gl/y03rYW

Más contenido relacionado

La actualidad más candente

Game Production Stages - eTohum Game Developers Summit - November 2013
Game Production Stages - eTohum Game Developers Summit - November 2013 Game Production Stages - eTohum Game Developers Summit - November 2013
Game Production Stages - eTohum Game Developers Summit - November 2013 barisyaman
 
GameSalad Weekend Intensive
GameSalad Weekend Intensive GameSalad Weekend Intensive
GameSalad Weekend Intensive Lynne Watanabe
 
Hybrid Game Development with GameSalad
Hybrid Game Development with GameSaladHybrid Game Development with GameSalad
Hybrid Game Development with GameSaladmirahman
 
LAFS SVI Level 6 - Game Development
LAFS SVI Level 6 - Game DevelopmentLAFS SVI Level 6 - Game Development
LAFS SVI Level 6 - Game DevelopmentDavid Mullich
 
Game salad presentation_2012
Game salad presentation_2012Game salad presentation_2012
Game salad presentation_2012Byron Mitchell
 
Game development Pre-Production
Game development Pre-ProductionGame development Pre-Production
Game development Pre-ProductionKevin Duggan
 
Game development life cycle
Game development life cycleGame development life cycle
Game development life cycleSarah Alazab
 
inlusio | game development process
inlusio | game development processinlusio | game development process
inlusio | game development processTj'ièn Twijnstra
 
Design phase of game development of unity 2d game
Design phase of game development of unity 2d game Design phase of game development of unity 2d game
Design phase of game development of unity 2d game Muhammad Maaz Irfan
 
Android Fish Game Development
Android Fish Game Development Android Fish Game Development
Android Fish Game Development Rasel Khan
 
LAFS SVI Level 7 - Game Publishing
LAFS SVI Level 7 - Game PublishingLAFS SVI Level 7 - Game Publishing
LAFS SVI Level 7 - Game PublishingDavid Mullich
 
Digibury: Sony Game developement process - Mark Linott
Digibury: Sony Game developement process - Mark LinottDigibury: Sony Game developement process - Mark Linott
Digibury: Sony Game developement process - Mark LinottLizzie Hodgson
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game DevelopmentiTawy Community
 
Final year project presentation
Final year project presentationFinal year project presentation
Final year project presentationSulemanAliMalik
 
Final Year Game Project Presentation
Final Year Game Project Presentation Final Year Game Project Presentation
Final Year Game Project Presentation Nusrat Jahan Shanta
 
How to develop a game
How to develop a game How to develop a game
How to develop a game Intersog
 
Roles in the gaming industry
Roles in the gaming industryRoles in the gaming industry
Roles in the gaming industrymissstevenson01
 

La actualidad más candente (20)

Game Production Stages - eTohum Game Developers Summit - November 2013
Game Production Stages - eTohum Game Developers Summit - November 2013 Game Production Stages - eTohum Game Developers Summit - November 2013
Game Production Stages - eTohum Game Developers Summit - November 2013
 
GameSalad Weekend Intensive
GameSalad Weekend Intensive GameSalad Weekend Intensive
GameSalad Weekend Intensive
 
Hybrid Game Development with GameSalad
Hybrid Game Development with GameSaladHybrid Game Development with GameSalad
Hybrid Game Development with GameSalad
 
LAFS SVI Level 6 - Game Development
LAFS SVI Level 6 - Game DevelopmentLAFS SVI Level 6 - Game Development
LAFS SVI Level 6 - Game Development
 
Game salad presentation_2012
Game salad presentation_2012Game salad presentation_2012
Game salad presentation_2012
 
Game development Pre-Production
Game development Pre-ProductionGame development Pre-Production
Game development Pre-Production
 
Game dev process
Game dev processGame dev process
Game dev process
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
 
Game development life cycle
Game development life cycleGame development life cycle
Game development life cycle
 
inlusio | game development process
inlusio | game development processinlusio | game development process
inlusio | game development process
 
Design phase of game development of unity 2d game
Design phase of game development of unity 2d game Design phase of game development of unity 2d game
Design phase of game development of unity 2d game
 
Android Fish Game Development
Android Fish Game Development Android Fish Game Development
Android Fish Game Development
 
LAFS SVI Level 7 - Game Publishing
LAFS SVI Level 7 - Game PublishingLAFS SVI Level 7 - Game Publishing
LAFS SVI Level 7 - Game Publishing
 
Digibury: Sony Game developement process - Mark Linott
Digibury: Sony Game developement process - Mark LinottDigibury: Sony Game developement process - Mark Linott
Digibury: Sony Game developement process - Mark Linott
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
 
Final year project presentation
Final year project presentationFinal year project presentation
Final year project presentation
 
Cocos2d game programming 1
Cocos2d game programming 1Cocos2d game programming 1
Cocos2d game programming 1
 
Final Year Game Project Presentation
Final Year Game Project Presentation Final Year Game Project Presentation
Final Year Game Project Presentation
 
How to develop a game
How to develop a game How to develop a game
How to develop a game
 
Roles in the gaming industry
Roles in the gaming industryRoles in the gaming industry
Roles in the gaming industry
 

Destacado

Commander's Intent: Managing Through Uncertainty
Commander's Intent: Managing Through UncertaintyCommander's Intent: Managing Through Uncertainty
Commander's Intent: Managing Through UncertaintyJames Gwertzman
 
PlayFab Advanced Cloud Script
PlayFab Advanced Cloud ScriptPlayFab Advanced Cloud Script
PlayFab Advanced Cloud ScriptThomas Robbins
 
Say hello to the new PlayFab!
Say hello to the new PlayFab!Say hello to the new PlayFab!
Say hello to the new PlayFab!Thomas Robbins
 
Integration Testing as Validation and Monitoring
 Integration Testing as Validation and Monitoring Integration Testing as Validation and Monitoring
Integration Testing as Validation and MonitoringMelissa Benua
 
No Free Lunch: Transactions in Online Games
No Free Lunch: Transactions in Online GamesNo Free Lunch: Transactions in Online Games
No Free Lunch: Transactions in Online GamesJames Gwertzman
 
Outcome 2 Computer games Production
Outcome 2 Computer games ProductionOutcome 2 Computer games Production
Outcome 2 Computer games ProductionJerk Off
 
06. Game Architecture
06. Game Architecture06. Game Architecture
06. Game ArchitectureAmin Babadi
 
The Post-Production Cycle - Game Software Project Management
The Post-Production Cycle - Game Software Project ManagementThe Post-Production Cycle - Game Software Project Management
The Post-Production Cycle - Game Software Project ManagementSimeon Pashley
 
Introducting the art pipeline
Introducting the art pipelineIntroducting the art pipeline
Introducting the art pipelineDavid Edwards
 
The last of us game dev pipeline
The last of us game dev pipelineThe last of us game dev pipeline
The last of us game dev pipelineRyan Worcester
 
Behind the Scenes: Deploying a Low-Latency Multiplayer Game Globally
Behind the Scenes: Deploying a Low-Latency Multiplayer Game GloballyBehind the Scenes: Deploying a Low-Latency Multiplayer Game Globally
Behind the Scenes: Deploying a Low-Latency Multiplayer Game GloballyJames Gwertzman
 
Game Development Pipeline
Game Development PipelineGame Development Pipeline
Game Development PipelineSam McCourt
 
The Future is Operations: Why Mobile Games Need Backends
The Future is Operations: Why Mobile Games Need BackendsThe Future is Operations: Why Mobile Games Need Backends
The Future is Operations: Why Mobile Games Need BackendsJames Gwertzman
 
ThinkNation: "Women quotas in tech" Naomi Trickey, Brandwatch
ThinkNation: "Women quotas in tech" Naomi Trickey, BrandwatchThinkNation: "Women quotas in tech" Naomi Trickey, Brandwatch
ThinkNation: "Women quotas in tech" Naomi Trickey, BrandwatchLizzie Hodgson
 
Rapidly prototyping games_FITC Amsterdam_2013
Rapidly prototyping games_FITC Amsterdam_2013Rapidly prototyping games_FITC Amsterdam_2013
Rapidly prototyping games_FITC Amsterdam_2013Wooga
 

Destacado (15)

Commander's Intent: Managing Through Uncertainty
Commander's Intent: Managing Through UncertaintyCommander's Intent: Managing Through Uncertainty
Commander's Intent: Managing Through Uncertainty
 
PlayFab Advanced Cloud Script
PlayFab Advanced Cloud ScriptPlayFab Advanced Cloud Script
PlayFab Advanced Cloud Script
 
Say hello to the new PlayFab!
Say hello to the new PlayFab!Say hello to the new PlayFab!
Say hello to the new PlayFab!
 
Integration Testing as Validation and Monitoring
 Integration Testing as Validation and Monitoring Integration Testing as Validation and Monitoring
Integration Testing as Validation and Monitoring
 
No Free Lunch: Transactions in Online Games
No Free Lunch: Transactions in Online GamesNo Free Lunch: Transactions in Online Games
No Free Lunch: Transactions in Online Games
 
Outcome 2 Computer games Production
Outcome 2 Computer games ProductionOutcome 2 Computer games Production
Outcome 2 Computer games Production
 
06. Game Architecture
06. Game Architecture06. Game Architecture
06. Game Architecture
 
The Post-Production Cycle - Game Software Project Management
The Post-Production Cycle - Game Software Project ManagementThe Post-Production Cycle - Game Software Project Management
The Post-Production Cycle - Game Software Project Management
 
Introducting the art pipeline
Introducting the art pipelineIntroducting the art pipeline
Introducting the art pipeline
 
The last of us game dev pipeline
The last of us game dev pipelineThe last of us game dev pipeline
The last of us game dev pipeline
 
Behind the Scenes: Deploying a Low-Latency Multiplayer Game Globally
Behind the Scenes: Deploying a Low-Latency Multiplayer Game GloballyBehind the Scenes: Deploying a Low-Latency Multiplayer Game Globally
Behind the Scenes: Deploying a Low-Latency Multiplayer Game Globally
 
Game Development Pipeline
Game Development PipelineGame Development Pipeline
Game Development Pipeline
 
The Future is Operations: Why Mobile Games Need Backends
The Future is Operations: Why Mobile Games Need BackendsThe Future is Operations: Why Mobile Games Need Backends
The Future is Operations: Why Mobile Games Need Backends
 
ThinkNation: "Women quotas in tech" Naomi Trickey, Brandwatch
ThinkNation: "Women quotas in tech" Naomi Trickey, BrandwatchThinkNation: "Women quotas in tech" Naomi Trickey, Brandwatch
ThinkNation: "Women quotas in tech" Naomi Trickey, Brandwatch
 
Rapidly prototyping games_FITC Amsterdam_2013
Rapidly prototyping games_FITC Amsterdam_2013Rapidly prototyping games_FITC Amsterdam_2013
Rapidly prototyping games_FITC Amsterdam_2013
 

Similar a Building the pipeline for FUN - Game Development

Make your own game.pdf
Make your own game.pdfMake your own game.pdf
Make your own game.pdfNishant298626
 
New Legends Studios - Seed Deck 2014
New Legends Studios - Seed Deck 2014New Legends Studios - Seed Deck 2014
New Legends Studios - Seed Deck 2014Ohad Barzilay
 
[NANOO] About NANOO Services 3.0.1EN
[NANOO] About NANOO Services 3.0.1EN[NANOO] About NANOO Services 3.0.1EN
[NANOO] About NANOO Services 3.0.1ENNANOO COMPANY Inc.
 
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...DevGAMM Conference
 
Just-in-time Operation in Social Games
Just-in-time Operation in Social GamesJust-in-time Operation in Social Games
Just-in-time Operation in Social Gameswe20
 
The rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap GamesThe rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap GamesGameCamp
 
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5Sociality Rocks!
 
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...Jayneel Patel
 
The factors of social games success
The factors of social games successThe factors of social games success
The factors of social games successEsteban Gallardo
 
SkillPod White Label Gaming Platform Overview
SkillPod White Label Gaming Platform Overview SkillPod White Label Gaming Platform Overview
SkillPod White Label Gaming Platform Overview GameZBoost
 
The importance of just-in-time operation of social games
The importance of just-in-time operation of social gamesThe importance of just-in-time operation of social games
The importance of just-in-time operation of social gamesaction.vn
 
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_Glooops
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_GlooopsOGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_Glooops
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_GlooopsBuff Nguyen
 
GameZBoost White Label Gaming Platform Product Deck
GameZBoost White Label Gaming Platform Product DeckGameZBoost White Label Gaming Platform Product Deck
GameZBoost White Label Gaming Platform Product DeckGameZBoost
 
Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014Paul Winterhalder
 
Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...
Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...
Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...Almog Koren
 
Work at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for GamesWork at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for GamesDavid Gratton
 
Work at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video GamesWork at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video GamesWork at Play
 
Zing OpenPlatform APIs
Zing OpenPlatform APIsZing OpenPlatform APIs
Zing OpenPlatform APIswe20
 
Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...Almog Koren
 
Product Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct School
 

Similar a Building the pipeline for FUN - Game Development (20)

Make your own game.pdf
Make your own game.pdfMake your own game.pdf
Make your own game.pdf
 
New Legends Studios - Seed Deck 2014
New Legends Studios - Seed Deck 2014New Legends Studios - Seed Deck 2014
New Legends Studios - Seed Deck 2014
 
[NANOO] About NANOO Services 3.0.1EN
[NANOO] About NANOO Services 3.0.1EN[NANOO] About NANOO Services 3.0.1EN
[NANOO] About NANOO Services 3.0.1EN
 
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...
How to choose and integrate analytics for game’s growth? / Julia Iljuk (devto...
 
Just-in-time Operation in Social Games
Just-in-time Operation in Social GamesJust-in-time Operation in Social Games
Just-in-time Operation in Social Games
 
The rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap GamesThe rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap Games
 
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
How to Monetize Emotions in Free-to-Play Games? - Yulia Palatovska - G5
 
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
 
The factors of social games success
The factors of social games successThe factors of social games success
The factors of social games success
 
SkillPod White Label Gaming Platform Overview
SkillPod White Label Gaming Platform Overview SkillPod White Label Gaming Platform Overview
SkillPod White Label Gaming Platform Overview
 
The importance of just-in-time operation of social games
The importance of just-in-time operation of social gamesThe importance of just-in-time operation of social games
The importance of just-in-time operation of social games
 
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_Glooops
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_GlooopsOGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_Glooops
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_Glooops
 
GameZBoost White Label Gaming Platform Product Deck
GameZBoost White Label Gaming Platform Product DeckGameZBoost White Label Gaming Platform Product Deck
GameZBoost White Label Gaming Platform Product Deck
 
Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014
 
Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...
Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...
Casual Connect Kyiv - Beyond the Expected: Get Creative with Leaderboards, Sc...
 
Work at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for GamesWork at Play's Franchise Hub Model for Games
Work at Play's Franchise Hub Model for Games
 
Work at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video GamesWork at Play's Franchise Hub Model for Video Games
Work at Play's Franchise Hub Model for Video Games
 
Zing OpenPlatform APIs
Zing OpenPlatform APIsZing OpenPlatform APIs
Zing OpenPlatform APIs
 
Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...
 
Product Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PMProduct Management For Free-to-Play Games w/ AC&A's Senior PM
Product Management For Free-to-Play Games w/ AC&A's Senior PM
 

Building the pipeline for FUN - Game Development

  • 1. Building the pipeline for Fun Amar Chittimalli Founder/CEO - FaunaFace, Inc @chitimalli
  • 2. Background - Building games for more than a +11 years - Digipen - Game Dev - Programming - Casual, Social, Mobile & CMO games Smash Wars [Soft Launched] - #SmashTillYouCrash - Endless Surfing Fun - CAN, AUS & IND Game Of Suits [Pre-Launch] - 1st PrizeWinner for 10K GDC-Next - 2014 - Match 3 meets Poker - Casual, Mobile, Social
  • 3. Takeaways for building the FUN pipeline ● Your FUN pipeline has three elements : Team/Tools, Game , Players ● Your FUN pipeline starts and ends with your : Customer/Mkt ● Your FUN pipeline has two sides : Pyramid & Funnel ● Your FUN pipeline is built Iteratively : Build, Share, Measure, Refine
  • 4. What is a Fun pipeline? What does it consist ? Your Fun pipeline is a process that Three core elements “Team+Tools” “Game” “Player/Mkt” Team + Tools Fun Game + Retention Game Market + Players Ship your Game Player is Acquired Monetize & Retain Use tools Build a Game
  • 5. Start & keep knowing your Player and the Mkt The Half Life of a Mobile game is ½ to 2 years - compared to other entertainment medium (Music, Movies, Games) The shorter the ½ life, the more power creator has, as there is more demand for new content. : David Helgason (Founder of Unity - Unite 2013)
  • 6. Returning vs New Players ● Returning players monetize well ● Its easier to engage returning players ● Lowers your acquisition cost for next game ● Build a community & give player the tools to share ● Ex: Everyplay
  • 7. Overview to build a FUN pipeline - - Its Iterative Pre-Launch 1. Analyze the App store and identify your customer 2. Design the core game mechanics 3. Pick the right tools to start building your game 4. Prototype - Play-Test, Beta-Test & Pre-Launch your game Post Launch 5. Launch your game 6. Measure for retention & monetization & get feedback 7. Refine by prototyping or adding features and GoTo Step:5 FUN You cannot measure FUN in One GO!
  • 8. Few recommended stages to build you FUN pipeline GAME CUSTOMER ● Prototype Inhouse & Friends ● Alpha Friends & PlayTesters ● Beta External Testers ● Pre-Launch Beta, One Language ● Soft Launch AppStore - Few countries ● Global Platform New platforms or new regions ● Full Launch Localized UI and GamePlay for Max FUN
  • 9. Your FUN pipeline is a TWO way road! The Pyramid [Building your Game] Pre-Launch ● Core Game ● Retention Game ● Super Fan Game The Funnel [Operating your Game] Post-Launch ● Acquisition ● Retention ● Monetization The Funnel side of FUN pipeline is equally important, if ignored the party is a short one
  • 10. The Funnel - Operating GameThe Pyramid - Building Game Core Loop FREE Retention Game $ Super-Fan Game $$$ - Central point for engagement -Free & unrestricted access forever -Short, around (1 to 2) min Ex:One Run in JetPack, Subway Surfer -Encourages Players to Come back -Various Game play modes Ex: Leveling up, New Content.. etc Whales: Measure Time by Money Post Launch, Multiplayer, &, Tournaments, Higher Level Ex: Guilds in MMO, Community, Acquisition Retention Monetization Paid install, organic, PR, ad’s, virality, cross- promotion Bad retention, leads waste of $$$ spent on acquisition -Monetization, doesn’t limit players FUN. -Goal is to identify super-fans and let them spend TIME == MONEY Src: GamesBrief
  • 11. Few considerations to build your game Pyramid Once the Game Design is finalized. Make you consider some of these into ● Choose your Tech based ○ Game design ○ Art style ● Think Cross Platform - Start with one ● Consider A/B testing [Prototyping] ● Analytics is a must ● Multiplayer & Social ● Offline Support Game Design ART UI Game Dev FUN
  • 12. Few consideration to build your game Funnel Features needed for operating your Funnel: It’s all about knowing your Player ● Player Accounts - Know your Player/Auth ● Virtual Goods Mgt - Monetization ● Data Mgt - Player and Game Data ● Cross multiplayer platform - Retention ● Social & Messaging - Virality ● Game promotions - Deals and Offers ● Analytics & Attribution analytics - Measure your cost and engagement ● Cross Promotion/News - Quality and easy user acquisition ● Many more ...
  • 13. Consider these before picking a Service Goals : User Acquisition + Retention + Monetization ● Cost per month ● Ease of Integration ● Designed for any game? ● Tutorials and documentation ● Custom game code? ● Server to Server interaction? ● Great dashboard ● Analytics ● Full access to your PlayerData
  • 14. Few services for managing your game Funnel ● Playfab ○ Free, Runs on AWS, Built for game, Pay for Add-On, Server-to-Server ● GameSparks ○ Freemium, [Pay per MAU], ● Soomla ○ Free, Open Source - Need to share your game data to other games anonymously] ● Yahoo/Player.io ○ Yahoo Games Net [Player.io] [Rev Share 0% - 5% - 10%] ● Heroic Labs ○ YC company (pretty New) ● Build Your Own [non-gaming] ○ Amazon Mobile : ○ Parse.io /Facebook Compare: goo.gl/Qbz7xD
  • 15. More Tools & Blogs for mobile game (recommended) App Annie - Market, Appstore Insights Pocket Gamer - Discovery/News/Events/Res TouchArcade - Mobile Game reviews Game Insight - Mobile/News/Discovery Game Sauce - Interviews/Postmortem tools Chartboost - Dev success stories Game Analytics - Analytics & Dev Blog Soomla - Tools/Open source DeltaDNA - Measure, Analyze, Engage LeanPlum - A/B Testing & Analytics Saltr - Customize in real time HelpShift - Mobile CRM Soomla Grow - Analytics & Whale Report Pre-Launch - Beta Testers
  • 16. Takeaways for building the FUN pipeline ● Your FUN pipeline has three elements : Team/Tools, Game , Players ● Your FUN pipeline starts and ends with your : Customer/Mkt ● Your FUN pipeline has two sides : Pyramid & Funnel ● Your FUN pipeline is built Iteratively : Build, Share, Measure, Refine
  • 17. questions ? amar@faunaface.com / @chitimalli Slides: goo.gl/y03rYW