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jamie@melodyjams.com
Twitter: @jkosoy | @PlayMelodyJams
Instagram: @melodyjams
#CAMPFEST17 #MelodyJams
Hi CAMP Festival! I’m Jamie!
9/12/2017
The Agenda!
• The Game
• How It All Began
• Our Team
• The Process
• Launch & Response
• What Happens Next?
• Takeaways
The Game
The Game
• Concept: A Swedish Wooden Block Toy
in App Form
• Audience: Hipster Parents
• Age Range: “Kids of All Ages”
• Optimize for “hand-me-down” devices
(older iPads)
• No instruction manual required
• Secret Mission: Teach social/emotional
learning.
Four Jams
The Garage
(which you’ve already seen)
The Big Show
Mars Disco
HolidayJams
Sold as a standalone app for the holidays.
How It All Began
Let’s talk a bit about me
#egomaniac #ilovetalkingaboutmyself
About Jamie!
• Dream growing up: Disney Imagineer
• BFA Multimedia, 2004
• Former Tech Director at fancy NYC
Agency Big Spaceship
• Professor at Parsons (MFA Design +
Technology), USFCA (BA Design)
• Now run my own shop, Arbitrary, just
south of San Francisco.
Translation!
• Made a lot of bad artwork.
• Made a lot of CD-ROMs.
• Made a lot of movie and TV show
web sites in Flash.
• Made designers learn how to code.
• Make a lot of apps, web sites, robotic
arms swinging sofas around, and so
on.
Yay, anxiety!
• Anxious about my future.
• Anxious about getting a job.
• Anxious about deadlines.
• Listen to other people’s anxieties.
• Anxious about everything.
I’m pretty high strung
and I like shiny things.
Lots of experience with people and design and code and anxiety.
2015
Three cancelled projects
Negotiations on how far we go through the project,
no portfolio piece, tough on my finances…
Two projects with my older
brother as the client
Calling me up on the weekends,
business and family mixing…
Happy From
Beginning To End
(I talk to myself a lot.)
Then I got an email.
How many developers have
gotten this email before?
#allofus
But he mentioned a video link…
I knew I had to be a part of this.
Our Team
The Team
James Bartley
Concept
Creative Director, Animator, Illustrator
Jamie Kosoy
Tech Director
Marketing, UX, Anything App Related
Nate McKee
Music
Supporting cast: Matt Cook (project management), Georg Fischer (code), Hani Zahra (music)
Some challenges to overcome…
We had no money.
We had no experience making
anything for kids.
James, Nate and Hani had never made
anything interactive before. Ever.
Georg had never coded an iOS
app before.
I hadn’t coded one in over a year.
None of us had ever
met in real life.
The Process
Prototype Driven
Less talking. More making.
What is a Prototype?
A tangible artifact that explores an idea.
Rules To
A Prototype Driven Process
Create “Problem Statements”
Each statement represents a single task you can solve.
The more atomic, the better.
Rule #1
Start from something
you know how to do.
e.g. “How do I create a new file in Cinema4D?”
Start with easy prototypes.
Rule #2
Build Ugly
Comic Sans MS the shit out of it.
Rule #3
Keep The First Prototype(s) to
under 60 minutes.
If your prototypes are any more time consuming than that,
break them down further.
Rule #4
Prioritize by feeling,
not urgency.
Make whatever feels right to make.
Don’t worry about a deadline.
Rule #5
Fork.
Don’t overwrite a prototype.
Make a copy and extend from there.
Rule #6
Overshare.
Show off the shiny stuff you’re making with everyone.
Who knows what that inspires?
Rule #7
Document.
By now you have a Problem Statement and a Prototype.
What did you learn? Jot down a few bullet points and save it near your prototype.
Rule #8
Write Down Your Fears.
Turn Those Into Problem Statements.
Repeat.
Prototypes always unearth new things to learn and do.
Rinse and repeat the process.
Rule #9
Doesn’t matter the discipline.
Designers, artists, coders, whatever.
Everyone get started right away. No “blockers” allowed.
Example: Dragging Monsters
https://github.com/arbitraryco/melodyjams-prototypes
How do I create an iOS App?
How do I create an iOS Game?
How do I create a thing in the game?
How can I tap on that thing?
How do I drag that thing?
How can I have multiple dragging things?
How can I detect when one thing is near another thing?
52 Dev Prototypes
Prototyping Assets for iOS
“What size do we design for if we’re
make an app that works on every iPad and iPhone?”
Prototyping animations
“What is the best way to export assets from After Effects?”
Prototyping the App Icon
And so on…
Prototyping The Music
Process Culture
The App was done byJanuary
3 months from James’ email to ready for the App Store. Including holidays.
We forgot to incorporate
It took until April to sort out our official company structure.
We told all our friends
We knew we had a hit. If only we could somehow get Apple’s attention…
Launch & Response
The Response
• Featured over 130 countries
• Featured in over 90 categories
• > 425,000 downloads
• USA Ranked #1 Kids App on iPad, #2
on iPhone
• Parents Choice, Tillywig Award
Winner
!
#1 Kids App. #31 Overall App*.
*as in ranked against everything Google, Tinder, Angry Birds, whatever.
More importantly…
Kenya
So we’re bazillionares, right?
Original Model
Free to download. $0.99 / Jam
Results: Lots of downloads, next to nothing in $$$.
New Model
$3.99 for Melody Jams. $1.99 for Holiday Jams
Results: Fewer downloads, about $10,000 in revenue.
Some Other Anecdotes
Customer Service
Two Lessons:
1. It isn’t my “job” to do it, but I did it anyway.
2. This is how you go from “I built an app” to “I built a thing people care about.”
Carousels
Launch Day
"❤❓
%!💔
Front Page
%
💀
Kids
Best. Placement.
Ever.
Morale of the Story
Never use carousels on a web site, app or anything.
Nobody ever swipes.
What Happens Next?
Doors Opening!
• Heard from a few TV networks about a Melody Jams show.
• Heard from several notable children’s companies about partnerships.
• Heard from a department store that wanted to make toys.
Chats with VCs
Personal Goal:
Mouse-Based Animation Studios
Takeaways
MelodyJams is all about
making things together.
One person by themselves can make something interesting.
But a group together can be more than the sum of their parts.
That can work for you, too.
Rules To A Prototype Driven Process
1. Create “Problem Statements.”
2. Start from something you know how to do.
3. Build Ugly.
4. Keep The First Prototype(s) to 60 minutes or less.
5. Prioritize by feeling, not by urgency.
6. Fork.
7. Overshare.
8. Document.
9. Write down your fears. Turn those into Problem Statements. Repeat.
Rules To Overcoming Anxiety
1. Write down what I fear.
2. Remind myself that this is something I know how to do.
3. Be myself.
4. Get a quick win.
5. Make stuff I want to make.
6. Fork.
7. Overshare.
8. Write down what made me happy.
9. Repeat.
Rules To Working With Others
1. Write down a plan.
2. Remind yourself that your colleagues & clients are intelligent, capable people.
3. Be honest with one another.
4. Cheerlead.
5. Take care of each other.
6. Fork.
7. Overshare.
8. Write down what made you happy.
9. Repeat.
Process Culture
Happy From
Beginning to End
#lifegoal #notjustme #youtoo #allofus #lovewhatyoudo
jamie@melodyjams.com
Twitter: @jkosoy | @PlayMelodyJams
Instagram: @melodyjams
Thanks!

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The Making of Melody Jams (CAMPFest 2017)

Notas del editor

  1. Hi everyone, I’m here to talk about this game that I made. It’s something I’m enormously proud to share, and there’s just so much to unpack about it. It’s called Melody Jams. Ready? Let’s dig in.
  2. I’m Jamie. Growing up I always imagined myself as a Disney Imagineer. I love that Disney parks are totally immersive — design and engineering put together. Didn’t have very good greats - lots of strong opinions on how my education shaped me, more on that soon - so I went to Art School and taught myself to code. Collaborating with amazing designers was my goal.
  3. Okay so just a quick agenda for what we’ll cover here.
  4. So I’ll just let the trailer do the talking. Next slide is a video.
  5. [Trailer for Melody Jams]
  6. These were some of our key goals. We were pretty fully cognizant of these core goals right from the beginning, though admittedly some of these were good guesses based on what we believed our market was. The secret mission was something very near and dear to us, something we always talked about.
  7. [Trailer for Melody Jams]
  8. [Trailer for Melody Jams]
  9. [Trailer for Melody Jams]
  10. So the core team was basically three people. Like I said, I like working with amazing designers and they seem to naturally be able to find me. I presume most developers are just too heavy-handed in engineering. James had the initial idea, the classic “I have an app idea if only I had a developer” pitch, but with amazing renders of his monsters already made.
  11. So the team was fully remote. Some big distance challenges.
  12. We communicated with remote tools like Slack and Google Hangouts. We could work in small silos when we needed to (James and Nate on animation and music, me and James on app icon, etc) and share progress as we went.
  13. [Trailer for Melody Jams]
  14. [Trailer for Melody Jams]
  15. We would’ve been happy if 5 people downloaded it — the response was overwhelming. #18 overall game (as in Angry Birds, Cut the Rope, etc) at one point. Blown away by the response.
  16. Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
  17. Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
  18. Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
  19. [looping video] Here’s some kid out in the world playing with this. We don’t know who this is. YouTube videos of kids playing Melody Jams, reviewing it. Very gratifying.
  20. Oh, this person lives in Kenya. The app spread across the globe.
  21. Very recently received this note. Have occasionally received notes like this about the project as we went. Again, beyond gratifying. We were of trying to create a relationship with the characters, wanted it to be more than an app. More on that in a minute.
  22. Oh, this person lives in Kenya. The app spread across the globe.
  23. Screenshot being featured on the front page of the US App Store. Second screenshot is the kids section, we made some banner artwork up for Apple. Can’t believe we’re in front of Carmen Sandiego.
  24. Occasionally the app would crash or people would experience problems, and they’d email us a support request. I’d respond back with a personal email, thanking them for the download, telling them about the team, etc. Help them solve the problem, then ask them about their kids and we’d send back GIFs like these as a little token of appreciation. Like I said before, we were acutely aware of the idea that a brand is more powerful than an app. Very interested in growing into App #2, continuing to explore what these characters mean to people.