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Bachelor in Game Design by Anhembi Morumbi
3d Animator by Gnomon School of Visual Effects
and Melies School
Started as Game Master for MMOs
Game Designer on the late Takô Online
GameFounders 4th class alumni!
HEEEY!
Developing Project Tilt: “Quake meets Mario Kart in 2D”
Coming soon to Steam
Once upon a time...
Started inside a bigger studio in 2012
Critical Studio gave us mentorship and office space
Unexpected
journey
HOW WE
WORK
Lean Startup
Methodology
Lean was introduced to us by Critical Studio
since the beggning it was priority in our process
This means everything we do is thought out as a test
and released to the end-user as soon as possible
How does it work?
Build > Measure > Learn
- Build MVPs to prove or disprove
hypothesis
- Validate your hypothesis with data
from experiments
Build
- Game has been open to the
public since the first month
- Built in MVP blocks
- Weekly tests with the players
from our tester group
Each new feature is still released as an MVP
Exemples: Missions, Friends, XP, Store
Measure
and Learn
We use this data to iterate on features and make them better
according to the players’ needs
GameAnalytics & database
for quantitative data
Facebook posts and player
feedback e-mails to collect
qualitative data
Our process
live game on the web
define
identify problems,
prioritize them and
create a hypothesis to
work on
analyse
feedback
players’ comments on
emails, facebook, etc
develop
build something and
test internally
get it out to the
community
marketing, customer
service, community
management
PROS CONS
Gather lots of user feedback
Get to know our audience
Answers: risk mitigation
Live and “living” game
Community <3
Revenue possibilities
Enough users for multiplayer
Marketing/social media puts a
lot of weight on the art team
Community management
Server costs (online game)
Hard to plan on the long term
As any process, it might not be perfect
and has pretty clear pros and cons
Knowing our audience is our greatest asset
And having a validated product makes us more confident
“No business plan survives
first contact with a customer.”
- Steve Blank
Knowing your user and validating your
ideas makes “risks” smaller.
You learn what works on your product,
what doesn’t, and what you should work
on first.
We lose a lot of time with activities that are not development
but that are part of having a product
But, that being said,
IT’S NOT EASY
Some important features are
delayed for not being a priority
We deal with too many things at
once for a small team
Constant bugfixes
We got success in various ways
and are working to make it a financial success too
In the end,
IS IT WORTH IT?
850k accounts created
100k MAU
active community on facebook and
discussion groups
6500+ feedback e-mails
GameFounders
Trip to China via Skymobi
Local industry recognition
In the end, what makes it worth it is the players’ engagement
and seeing that the game is important to them
eduardo@bitcakestudio.com
www.bitcakestudio.com
SHUPER
TEAM!!

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Benefits and struggles of Lean Game Development

  • 1.
  • 2. Bachelor in Game Design by Anhembi Morumbi 3d Animator by Gnomon School of Visual Effects and Melies School Started as Game Master for MMOs Game Designer on the late Takô Online GameFounders 4th class alumni! HEEEY!
  • 3. Developing Project Tilt: “Quake meets Mario Kart in 2D” Coming soon to Steam
  • 4. Once upon a time... Started inside a bigger studio in 2012 Critical Studio gave us mentorship and office space
  • 7. Lean Startup Methodology Lean was introduced to us by Critical Studio since the beggning it was priority in our process
  • 8. This means everything we do is thought out as a test and released to the end-user as soon as possible How does it work? Build > Measure > Learn - Build MVPs to prove or disprove hypothesis - Validate your hypothesis with data from experiments
  • 9. Build - Game has been open to the public since the first month - Built in MVP blocks - Weekly tests with the players from our tester group Each new feature is still released as an MVP Exemples: Missions, Friends, XP, Store
  • 10. Measure and Learn We use this data to iterate on features and make them better according to the players’ needs GameAnalytics & database for quantitative data Facebook posts and player feedback e-mails to collect qualitative data
  • 11. Our process live game on the web define identify problems, prioritize them and create a hypothesis to work on analyse feedback players’ comments on emails, facebook, etc develop build something and test internally get it out to the community marketing, customer service, community management
  • 12. PROS CONS Gather lots of user feedback Get to know our audience Answers: risk mitigation Live and “living” game Community <3 Revenue possibilities Enough users for multiplayer Marketing/social media puts a lot of weight on the art team Community management Server costs (online game) Hard to plan on the long term As any process, it might not be perfect and has pretty clear pros and cons
  • 13. Knowing our audience is our greatest asset And having a validated product makes us more confident “No business plan survives first contact with a customer.” - Steve Blank Knowing your user and validating your ideas makes “risks” smaller. You learn what works on your product, what doesn’t, and what you should work on first.
  • 14. We lose a lot of time with activities that are not development but that are part of having a product But, that being said, IT’S NOT EASY Some important features are delayed for not being a priority We deal with too many things at once for a small team Constant bugfixes
  • 15. We got success in various ways and are working to make it a financial success too In the end, IS IT WORTH IT? 850k accounts created 100k MAU active community on facebook and discussion groups 6500+ feedback e-mails GameFounders Trip to China via Skymobi Local industry recognition
  • 16. In the end, what makes it worth it is the players’ engagement and seeing that the game is important to them