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Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

  1. Profitably Launching Jelly Splash to #1: A Marketing Postmortem Eric Benjamin Seufert Head of Marketing, Wooga
  2. Who am I?
  3. Who am I? Head of Marketing at Wooga
  4. Who am I? Head of Marketing at Wooga Freemium Economics
  5. Presentation Structure
  6. Development @ Wooga
  7. Prototype Development @ Wooga
  8. Prototype Production Begins Development @ Wooga
  9. Prototype Production Begins First Playable Development @ Wooga
  10. Prototype Production Begins First Playable Soft Launch Development @ Wooga
  11. Prototype Production Begins First Playable Soft Launch Launch Development @ Wooga
  12. Prototype Production Begins First Playable Soft Launch Launch Hit Development @ Wooga
  13. Development @ Wooga
  14. Development @ Wooga ● Inverted pyramid product pipeline
  15. Development @ Wooga ● Inverted pyramid product pipeline ● Small teams developing many prototypes
  16. Development @ Wooga ● Inverted pyramid product pipeline ● Small teams developing many prototypes ● Stop projects early
  17. Development @ Wooga ● Inverted pyramid product pipeline ● Small teams developing many prototypes ● Stop projects early ● 2 hits per year
  18. What is Jelly Splash?
  19. What is Jelly Splash? ● Match-3 style puzzle game
  20. What is Jelly Splash? ● Match-3 style puzzle game ● Soft-launched in Canada June 14, 2013
  21. What is Jelly Splash? ● Match-3 style puzzle game ● Soft-launched in Canada June 14, 2013 ● Launched globally Wednesday, August 21, 2013
  22. What is Jelly Splash? ● Match-3 style puzzle game ● Soft-launched in Canada June 14, 2013 ● Launched globally Wednesday, August 21, 2013 ● Peaked at #1 most downloaded (iPhone) in US, FR, DE, BR, NL, IS, ES, NO & others
  23. Presentation Structure
  24. Marketing for Mobile Games
  25. Marketing for Mobile Games “I don’t need to run mobile user acquisition. If I make a great game, it will grow on its own.”
  26. Marketing for Mobile Games “I need mobile user acquisition because lots of great games are competing for attention from users.”
  27. Marketing for Mobile Games Goals of Marketing Team:
  28. Marketing for Mobile Games Goals of Marketing Team: 1. Scale
  29. Marketing for Mobile Games Goals of Marketing Team: 1. Scale 2. Profit
  30. Marketing for Mobile Games CPI = / CTR / IRCPM 1000
  31. Marketing for Mobile Games CPI = Market-based / CTR / IRCPM 1000
  32. Marketing for Mobile Games CPI = Market-based Game dependent CPM 1000 / CTR / IR
  33. Marketing for Mobile Games CPITAM
  34. Marketing for Mobile Games How to maximize TAM?
  35. Marketing Starts Prototype Production Begins First Playable Soft Launch Launch Hit Development @ Wooga
  36. Marketing Starts Prototype Production Begins First Playable Soft Launch Launch Hit Development @ Wooga
  37. Marketing for Mobile Games “I don’t need to run mobile user acquisition. If I make a great game, it will grow on its own.”
  38. Marketing for Mobile Games Who defines great?
  39. Marketing for Mobile Games Who defines great?
  40. Marketing for Mobile Games or Who defines great?
  41. Marketing for Mobile Games Maximizing TAM:
  42. Marketing for Mobile Games Maximizing TAM: (for a given game mechanic)
  43. Marketing for Mobile Games Maximizing TAM: (for a given game mechanic) • Market size assessment
  44. Marketing for Mobile Games Maximizing TAM: (for a given game mechanic) • Market size assessment • Demographic fit
  45. Marketing for Mobile Games Maximizing TAM: (for a given game mechanic) • Market size assessment • Demographic fit • Targeting
  46. Presentation Structure
  47. Data-Driven Development Analytics
  48. Data-Driven Development Analytics Experimentation
  49. Data-Driven Development Analytics Experimentation Iteration
  50. Analytics at Wooga BI Product GameTeam1 GameTeam2 GameTeam3 Analyst Analyst Analyst } }DataInfrastructure
  51. Presentation Structure
  52. Prototype Production Begins First Playable Soft Launch Launch Hit Development @ Wooga
  53. Soft Launch?
  54. Soft Launch? ● Player feedback
  55. Soft Launch? ● Player feedback ● Market feedback
  56. Soft Launch? ● Player feedback ● Market feedback ● Iteration Cycles
  57. Soft Launch? ● Player feedback ● Market feedback ● Iteration Cycles ● Scalability
  58. Length of Soft Launch
  59. Length of Soft Launch ● Metrics targets
  60. Length of Soft Launch ● Metrics targets ● Completeness of game
  61. Clash of Clans 2 Months CA: June 14, 2012 (Th) US: August 2, 2012 (Th) *iPhone / Downloaded
  62. Pet Rescue Saga 1 Month CA: May 16, 2013 (Th) US: June 12, 2013 (Wed) *iPhone / Downloaded
  63. The Hobbit: KoME <1 Month CA: Oct 18, 2012 (Th) US: Nov 8, 2012 (Th) *iPhone / Downloaded
  64. Boom Beach Ongoing (5+ mths) CA: Nov 8, 2013 (Fr) AU: Jan 17, 2014 (Fr) *iPhone / Downloaded
  65. Soft Launch Focus
  66. Soft Launch Focus ● Retention
  67. Soft Launch Focus ● Retention ● Virality
  68. Soft Launch Focus ● Retention ● Virality
  69. What is Retention?
  70. Retention is the most important metric
  71. Retention is the most important metric ● Delight
  72. Retention is the most important metric ● Delight ● Player Lifetime
  73. The Retention Curve 50% Day 1: 37 day total lifetime
  74. The Retention Curve 40% Day 1: 30 day total lifetime
  75. Retention is the most important metric ● Delight ● P