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From the Living Room to the Restroom




                          Aaron Bannin
                            Ben Sipe
                        Jimi Van Guilder
                          Nate Dykstra
Platform Marketshare
Shameless Promotion

   rechargestudios.com
     @rechargestudios

        w3i.com
         @w3i
iOS Global Distribution
Category Popularity




**iOS and Android
Indies vs. Major Publishers




**iOS and Android
Freemium Overview in 2010
Freemium vs. Premium
Freemium vs. Premium
Games Category in Mobile




**July 2011
Revenues in iOS - Sept 2011
Game Demos




Game on?
Game Demos
Trade Nations (Aaron/Ben)
  - Stereotypical mobile/social freemium game
  - Isometric resource management
  - Cooperative social mechanics
  - Very well balanced
  - Monetizes with Magic Beans for speed ups, special items, and more
Dead Space (Aaron/Ben)
  - Unique gameplay for iOS
  - Successful console game
  - Hardcore gaming look and feel
  - Controls feel intuitive
Game Demos
Infinity Blade (Ben/Jimi) -
   - Has the depth of a console game
   - Good cutscenes to show off the Unreal engine
   - Unique battling system that works well on mobile
Order & Choas (Ben/Jimi)
   - Clone of World of Warcraft
   - Solid MMO
   - Very good implementation of dynamic dual joysticks
   - Monetizes as a paid app, subscriptions, and virtual currency
Doodle Jump (Nate/Jimi)
   - Uses the accelerometer
   - Mechanic is unique to mobile devices
Game Demos
Cut the Rope (Nate/Jimi)
   - Great use of the touch screen
   - Very effective at progressively teaching the player
- touch screen and tutorial
Triple Town (Aaron/Jimi) -
   - Unique puzzler
   - Started on Facebook and moved to mobile
   - Smooth transition due to minimal inputs from player
Flick Homerun (Jimi/Nate)
   - Can be played in short increments
   - Can monetize through the use of powerups
   - Good job at making a sports game casual
Game Demos
Super Stickman Golf (Jimi/Nate)
  - Scalable level design
  - Because of the unique level designs, powerups are a core mechanic within
the game
  - Synchronous multiplayer
Scramble with Friends (Aaron/Nate)
  - Best in class for using social
  - Asynchronous multiplayer (turn-based)
  - Can use preexisting graph or meet new players
  - Monetizes through powerups
  - Paying only gives you an advantage, it is not pay-to-win
Slotomainia (Ben/Nate)
  - Light, mindless gameplay
  - Replicates the slot experience
  - Love/hate the Facebook integration

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Bannin mobile march_2012_public

  • 1. From the Living Room to the Restroom Aaron Bannin Ben Sipe Jimi Van Guilder Nate Dykstra
  • 3. Shameless Promotion rechargestudios.com @rechargestudios w3i.com @w3i
  • 6. Indies vs. Major Publishers **iOS and Android
  • 10. Games Category in Mobile **July 2011
  • 11. Revenues in iOS - Sept 2011
  • 13. Game Demos Trade Nations (Aaron/Ben) - Stereotypical mobile/social freemium game - Isometric resource management - Cooperative social mechanics - Very well balanced - Monetizes with Magic Beans for speed ups, special items, and more Dead Space (Aaron/Ben) - Unique gameplay for iOS - Successful console game - Hardcore gaming look and feel - Controls feel intuitive
  • 14. Game Demos Infinity Blade (Ben/Jimi) - - Has the depth of a console game - Good cutscenes to show off the Unreal engine - Unique battling system that works well on mobile Order & Choas (Ben/Jimi) - Clone of World of Warcraft - Solid MMO - Very good implementation of dynamic dual joysticks - Monetizes as a paid app, subscriptions, and virtual currency Doodle Jump (Nate/Jimi) - Uses the accelerometer - Mechanic is unique to mobile devices
  • 15. Game Demos Cut the Rope (Nate/Jimi) - Great use of the touch screen - Very effective at progressively teaching the player - touch screen and tutorial Triple Town (Aaron/Jimi) - - Unique puzzler - Started on Facebook and moved to mobile - Smooth transition due to minimal inputs from player Flick Homerun (Jimi/Nate) - Can be played in short increments - Can monetize through the use of powerups - Good job at making a sports game casual
  • 16. Game Demos Super Stickman Golf (Jimi/Nate) - Scalable level design - Because of the unique level designs, powerups are a core mechanic within the game - Synchronous multiplayer Scramble with Friends (Aaron/Nate) - Best in class for using social - Asynchronous multiplayer (turn-based) - Can use preexisting graph or meet new players - Monetizes through powerups - Paying only gives you an advantage, it is not pay-to-win Slotomainia (Ben/Nate) - Light, mindless gameplay - Replicates the slot experience - Love/hate the Facebook integration