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Make mistakes and innovate!
Sebastien de Halleux – Playfish Co-Founder - VP of BD, EA interactive
                              1
Belgian
Civil Engineer
Tech Entrepreneur
Glu Mobile: nasdaq IPO ($337m)
Playfish: sold to EA ($400m)



facebook.com/sdehalleux
         2
Entrepreneurship journey
Startup launch sequence

Illustrated Playfish examples
2.5 years post launch




http://www.youtube.com/watch?v=uZZj8pyHnXY
                     4
Why launching matters

World in crisis                                    Create
  needs                                             value
 innovation                                       and jobs

Make meaning                                       Getting
and live longer                                   started is
                                                  toughest
      Watch: www.bluezones.com
      Read: “The Art of the Start” – G Kawasaki
                                  5
startup launch sequence




           6
6   Start with people: team and attitude




Sami, our ninja CTO




      Meet: Betagroup 
      Connect: online interest groups (Ruby, Flash, J2EE, deviantArt)
                                  7
5   Define your passion, choose a problem




     Act: team + pen & paper + lots of <your favourite drink>
     Outcome: state your selected problem as a vision
People spend $50bn on video games today

              Why?
Games generate emotions




Joy         Fear        Wonder

   Achievement      Frustration
            Greed
Suspense                Horror
But what about social emotions?




                  Love
Friendship

                                     Pride

                Envy                 Anger
Movies make people cry – Could games?




                  12
What about people who matter to you?




                 13
Change how the world plays games
               14
4   Brainstorm transformative solutions
aim to change the world, not just your town or your country




      Act: team + pen & paper + lots of <your favourite drink>
      Outcome: a series of potential solutions
                                 15
You + your friends = strong emotions




                 16
Your friends are now accessible




               17
Games as social experiences
                    with friends and family




  Cooperation                                    Communication
                        Friendship
                                     Competition Expression
                                           18
Photo credit: jay1441
3   Filter your solutions down to
             ONE BIG IDEA
    Are you solving the problem you initially selected?

      Does anyone care (enough to use or to pay) ?

       Can it be built (by you or by someone else)?

           Would it scale (success x 1 billion) ?

              Why now? Any tectonic shifts?

     Outcome: one liner description of your idea
                                19
Fun games for friends




          20
Using social design




         21
to reach 1 billion users
access
barriers                     Lower cost
           PS3
                                More social

           Xbox                        More immediate
            360
                                            More real

                 Wii
                 iPhone / mobile
                 Free-to-play / online / social
      0     10m        50m      100m      500m     1Bn   audience
monetizing via micro-transactions




                23
Scale is the new challenge



                game                game            social
                client              server          graph

canvas   Fast             Secure             Rest
 page    CDN             protocol            API
25
the cloud
Blue Ocean check: Playfish
Create                               Eliminate
a new utility                        distribution costs

Fun from playing with friends        Design for viral distribution




Reduce                               Raise
development costs                    monetization ceiling
Release early, run as service        Micro-transactions & advertising

                                27
“No battle plan ever survives contact
                 with the ennemy” – von Moltke



         2     Build don’t plan
Forecasts are usually (dramatically) wrong
Keep your plan short
Prototyping is key to test your ideas
Timebox your development
Help others visualise your solution
 Planning: www.sequoiacap.com/ideas
 Building: must be able to hand prototype over to a test user
                               28
Self-expression



Collaboration
                    Competition
redder = smarter*




                                         1

                                         31
* Source: 500,000 datapoints from Playfish’s hit social game ‘Who Has The Biggest Brain?’
The game is available at http://apps.facebook.com/biggestbrain
1   Make mistakes, and iterate
Measure                   Nurture                     Evolve




    Think: what will your feedback loop consist of?
    Build: an offering capable of adapting quickly to feedback
Product success = create hits
+$$




                                          time



-$$
           Success = F (P, Q)
                       price   quantity
Service success = nurture hits
+$$




                                                          time



-$$         Success = F(α, β, γ)
                     virality, engagement, monetization
Monthly active users (millions)
50



40



30                                                                             12 months                     20m

20



10



 0
     Dec-07   Jan-08   Feb-08   Mar-08   Apr-08   May-08   Jun-08   Jul-08   Aug-08   Sep-08   Oct-08   Nov-08 Dec-08
55m
                                       20 months   50m

     Monthly active users (millions)
50



40



30



20



10



 0



                             36
0   When traction, think BIG, think FAST

    Ensure cash is not a limiting factor
    Go global early – new growth model
    Hire the very best people you can afford
    Create constant feedback loops
    Change the world


                          37
Playfish story



Oct 2007                        2008                                      Nov 2009
Playfish starts in UK           Opened offices                            Acquired by EA
$3m seed                        in US, China, Arctic                      for $400m
4 founders                      Raised $18m
                                Created great games
                  Dec 2007                             Oct 2009                          2010
                  Who Has the Biggest Brain?           12 live games                     FIFA & MADDEN
                  1st game released                    200 million games distributed     First billion $ franchises
                  Sent to 100 friends                  60 million monthly active users   on Facebook
                                                       High growth, high margin
The global startup
                               Tromsø




                      London

San Francisco                           Beijing




                         39
Getting ready to launch
6   Start with a team and an attitude

5   Define your passion, chose your problem

4   Brainstorm transformative solutions

3   Filter your solutions down to ONE BIG IDEA
2   Build don’t plan
1   Make mistakes and iterate
0   When traction, think BIG, think FAST
Thank you!

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Make mistakes and innovate: How entrepreneurs can change the world

  • 1. Make mistakes and innovate! Sebastien de Halleux – Playfish Co-Founder - VP of BD, EA interactive 1
  • 2. Belgian Civil Engineer Tech Entrepreneur Glu Mobile: nasdaq IPO ($337m) Playfish: sold to EA ($400m) facebook.com/sdehalleux 2
  • 3. Entrepreneurship journey Startup launch sequence Illustrated Playfish examples
  • 4. 2.5 years post launch http://www.youtube.com/watch?v=uZZj8pyHnXY 4
  • 5. Why launching matters World in crisis Create needs value innovation and jobs Make meaning Getting and live longer started is toughest Watch: www.bluezones.com Read: “The Art of the Start” – G Kawasaki 5
  • 7. 6 Start with people: team and attitude Sami, our ninja CTO Meet: Betagroup  Connect: online interest groups (Ruby, Flash, J2EE, deviantArt) 7
  • 8. 5 Define your passion, choose a problem Act: team + pen & paper + lots of <your favourite drink> Outcome: state your selected problem as a vision
  • 9. People spend $50bn on video games today Why?
  • 10. Games generate emotions Joy Fear Wonder Achievement Frustration Greed Suspense Horror
  • 11. But what about social emotions? Love Friendship Pride Envy Anger
  • 12. Movies make people cry – Could games? 12
  • 13. What about people who matter to you? 13
  • 14. Change how the world plays games 14
  • 15. 4 Brainstorm transformative solutions aim to change the world, not just your town or your country Act: team + pen & paper + lots of <your favourite drink> Outcome: a series of potential solutions 15
  • 16. You + your friends = strong emotions 16
  • 17. Your friends are now accessible 17
  • 18. Games as social experiences with friends and family Cooperation Communication Friendship Competition Expression 18 Photo credit: jay1441
  • 19. 3 Filter your solutions down to ONE BIG IDEA Are you solving the problem you initially selected? Does anyone care (enough to use or to pay) ? Can it be built (by you or by someone else)? Would it scale (success x 1 billion) ? Why now? Any tectonic shifts? Outcome: one liner description of your idea 19
  • 20. Fun games for friends 20
  • 22. to reach 1 billion users access barriers Lower cost PS3 More social Xbox More immediate 360 More real Wii iPhone / mobile Free-to-play / online / social 0 10m 50m 100m 500m 1Bn audience
  • 24. Scale is the new challenge game game social client server graph canvas Fast Secure Rest page CDN protocol API
  • 25. 25
  • 27. Blue Ocean check: Playfish Create Eliminate a new utility distribution costs Fun from playing with friends Design for viral distribution Reduce Raise development costs monetization ceiling Release early, run as service Micro-transactions & advertising 27
  • 28. “No battle plan ever survives contact with the ennemy” – von Moltke 2 Build don’t plan Forecasts are usually (dramatically) wrong Keep your plan short Prototyping is key to test your ideas Timebox your development Help others visualise your solution Planning: www.sequoiacap.com/ideas Building: must be able to hand prototype over to a test user 28
  • 30.
  • 31. redder = smarter* 1 31 * Source: 500,000 datapoints from Playfish’s hit social game ‘Who Has The Biggest Brain?’ The game is available at http://apps.facebook.com/biggestbrain
  • 32. 1 Make mistakes, and iterate Measure Nurture Evolve Think: what will your feedback loop consist of? Build: an offering capable of adapting quickly to feedback
  • 33. Product success = create hits +$$ time -$$ Success = F (P, Q) price quantity
  • 34. Service success = nurture hits +$$ time -$$ Success = F(α, β, γ) virality, engagement, monetization
  • 35. Monthly active users (millions) 50 40 30 12 months 20m 20 10 0 Dec-07 Jan-08 Feb-08 Mar-08 Apr-08 May-08 Jun-08 Jul-08 Aug-08 Sep-08 Oct-08 Nov-08 Dec-08
  • 36. 55m 20 months 50m Monthly active users (millions) 50 40 30 20 10 0 36
  • 37. 0 When traction, think BIG, think FAST Ensure cash is not a limiting factor Go global early – new growth model Hire the very best people you can afford Create constant feedback loops Change the world 37
  • 38. Playfish story Oct 2007 2008 Nov 2009 Playfish starts in UK Opened offices Acquired by EA $3m seed in US, China, Arctic for $400m 4 founders Raised $18m Created great games Dec 2007 Oct 2009 2010 Who Has the Biggest Brain? 12 live games FIFA & MADDEN 1st game released 200 million games distributed First billion $ franchises Sent to 100 friends 60 million monthly active users on Facebook High growth, high margin
  • 39. The global startup Tromsø London San Francisco Beijing 39
  • 40. Getting ready to launch 6 Start with a team and an attitude 5 Define your passion, chose your problem 4 Brainstorm transformative solutions 3 Filter your solutions down to ONE BIG IDEA 2 Build don’t plan 1 Make mistakes and iterate 0 When traction, think BIG, think FAST