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What Is Gaming Product Management
Like by former EA Product Manager
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Product
Management
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Courses
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Olivier Courtemanche
What is
gaming
Product
Management
like?
Hello!
I am Olivier
Courtemanche
Lead Product Manager @
Zynga
Previously at Disney &
Electronic Arts
You
might’ve
played a
few of
these
You
definitely
haven’t
played
these
FREE TO PLAY
A history
Massivel
y
Multiplay
er Online
Early ‘00s
First
Appeara
nce of
F2P
Maple Story
Faceboo
k
Mid ‘00s
Faceboo
k
Mid ‘00s
Gaming PMs
first appear!
Place your screenshot
here
Apps
2010+
$52 billionGlobal Games Market
$19.4
billion
Asia Pacific (F2P MMOs)
https://www.cinemablend.com/games/Video-Games-Market-Grow-From-52-Billion-2009-86-Billion-By-2014-30363.html
2009
$116.0
billion
2017 Global Games Market
$50.4
billion
Mobile Gaming Market
https://venturebeat.com/2017/11/28/newzoo-game-industry-growing-faster-than-expected-up-10-7-to-116-billion-2017/
2017
2.2 MApps in the iOS App Store
3.5 MApps in the Google Play Store
https://www.lifewire.com/how-many-apps-in-app-store-2000252
https://www.statista.com/statistics/266210/number-of-available-applications-in-the-google-play-store/
2.2%of players ever PAY
10%of that group account for 46% of
ALL revenue
https://www.lifewire.com/how-many-apps-in-app-store-2000252
https://www.statista.com/statistics/266210/number-of-available-applications-in-the-google-play-store/
0.22%
of players generate half of
all revenue.
Most
mobile
games
have a
very short
life cycle
Most
mobile
games
have a
very short
life cycle
Supercell generated $2.3B in 2016 with 4
games. They killed 14 others.
Product
Life Cycle
The PM & their
Game
Mobile
Game
Lifecycle
Development Live Ops
Soft /
WW
Launc
h
Mobile
Game
Lifecycle
Development
6-18m
Live Ops
6m-10y
Soft /
WW
Launc
h
3-6m
Mobile
Game
Lifecycle
Development
6-18m
Live Ops
6m-10y
Soft /
WW
Launc
h
3-6m
Associate
PM
Sr. PM
Lead PM
Director of
Product
Competitive
Analysis
The Associate Product Manager
Content
Management
Data Analysis
Competitiv
e Analysis
Content
Manageme
nt
Investigati
ons & Data
Analysis
Metrics & KPI’s
Revenue
Metrics & KPI’s
Revenue
DAU ARPDAU
Metrics & KPI’s
Revenue
DAU ARPDAU
Installs Retention
Payer
Conv.
ARPPU
Metrics & KPI’s
Installs Retention
Payer
Conv.
ARPPU
Guilds
Reward
Calendar
New
Levels
Meta
Game
Economy
Tuning
Content Strategy
The Product Manager & Sr. Product Manager
Feature Design
Content
Strategy
Feature
Design
P&L
The Product Lead and Director of Product
Roadmap Leadership Comms
The
Product
Manager’s
Skill Set
And what it means
to be a PM in
gaming
Live Operations Innovation Strategy Analytical
Player Focus Execution Teamwork Leadership
Live Operations Innovation Strategy Analytical
Player Focus Execution Teamwork Leadership
And finally...
Thanks!
Any questions?
You can find me at
@CourtemancheO &
courtemanche.olivier@gm
ail.com
Part-time Product Management Courses in
San Francisco, Silicon Valley, Los Angeles,
New York, Austin, Boston, Seattle, Chicago,
Denver, London, Toronto
www.productschool.com

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What Is Gaming Product Management Like by former EA Product Manager

Notas del editor

  1. When you checked in tonight, you got an email inviting you to join our slack community In that community, we have 15k product people who have come through different companies like google, facebook, uber Sharing information about events, job offers from our partner companies, and valuable online content Please check your email and join - it’s free
  2. In our PM Course, we teach how to build products and how to get a job as a software product manager All our classes are 2 months, part time, and compatible with full time jobs. We have two options, Tues/Thurs in the evening and Saturdays in the morning Instructors- are senior level product managers from companies like Google, FB, Uber, etc
  3. In addition to our PM class, we offer our Coding for Managers class Also two months and part time tailored for professionals who don’t come from a traditional engineering background The goal of this course is not to make you a software engineer, but to give you enough technical background to build a fully functional website and pass the technical interview
  4. Similar to our coding course, we also offer our Data Analytics for Managers Tailored for people who don’t have a technical background but to give them enough knowledge of analytics to become product managers Also two months, compatible with full time jobs The goal of the course is not to make you a data scientist, but to make you technical enough to understand web analytics, learn SQL, and machine learning concepts
  5. We are also live streaming our event to our online audience If you want to share, please tweet @productschool and #prodmgmt for a free ticket to our next event
  6. Anyone PS student / anyone PM? What industry in? Anyone play console / mobile games? Which ones?
  7. Background Industry since 2011 - always as a PM Might seem short but covered a lot of ground CAVEAT - only ever been a gaming PM
  8. Facebook - Restaurant City Mobile in 2012 Disney -> Star Wars (favorite) Zynga -> Live Ops / PM expertise
  9. Never saw the light of day Various stages (dev -> soft launch) Few of prior alive WHY? # of games v time Dead? Need context -> history of F2P
  10. Concept Took the industry by storm Created a brand new role - PM (used to be split)
  11. Internet + home PC = MMO WoW - deep role playing game with almost endless content (due to social nature) MMO’s became very popular, especially in Asian countries PIRACY issue (torrents)
  12. Solution lower upfront development costs get it to market quicker and for free monetize larger user base at an average lower price point Bypass the complicated illegal download step Not big in West until
  13. Facebook / FarmVille Perfect match - accessible, and built into an existing network Facebook became gaming platform Zynga = 20% of Facebook’s revenues
  14. Bay area + tech = PMs Data = PMs
  15. App Store -> move to mobile Global user base More highly engaged (devices are always in our pockets) More monetization Next = market size
  16. Pre Console + PC Some APAC = F2P
  17. Post Mobile market > entire game industry… Who’s splitting it?
  18. (Estimated) Large % = games Most % rev = games Not event split Who’s ever spent money on IAP?
  19. Congrats! Exclusive Club 64% of players purchase once a month
  20. Again F2P = XS Conversion + XL user base Pay what you want (avg $25 per month per payer) Whales ($900K+) Small % driving ENTIRE industry =
  21. Few hits Extreme competition! Everyone fighting for payers High dev cost / marketing budgets Need to kill / know when to kill
  22. Summary A $50B / super competitive industry w/ 2% holding afloat How does a PM succeed?
  23. Dev Core concept / core loop / feature set / economy & progression Soft Launch / Launch Soft launch - metrics validation Marketing push - golden cohorts Live Ops
  24. Live Ops Bread & butter - games that succeed here can go on to last a very long time Games are often killed here but can go on to last 10 years (Zynga Poker)
  25. APM/PM/SrPM = Live Ops (Launch +) to build skillset Brunt of PM work Leads & DoP across the board (managers)
  26. How do we introduce new PMs to the gaming world?
  27. Fun part Competitor’s games “Deconstructs” Genre v Hybrids
  28. Content definition = server v client (features) Breadth of content Virtual Goods / Events PM Levers Economy Tuning / Sales Process Production / Art / Engineering
  29. BUILDING BLOCK of PM skillset Data = PMs Link betwen FUN & NUMBERS EXAMPLE:
  30. Monday = rev sucks... What would you think of? Laggard vs actionable (ex - time) Break the metrics down!
  31. Explain metrics Doesn’t stop there...
  32. Explain Metrics Further Installs (UA v Organic v Cross Promo v Viral) Return rates / engagement / stickiness Active payers, lapsed payers Rev/Transaction, # of Transactions, etc. What goes up / down?
  33. Beyond - root of the issue Mechanics v metrics v users PM goal = Likely explanation EXPLAIN Boxes BUILDING BLOCK = investigation / analysis / deep dive / experimentation / etc. Identified problems -> what next?
  34. Problem solving
  35. Content + Comps + Data = What to offer Live Operations = Games as a service Always something to do (YEARS) Placement of content in relation (HOLIDAY example) What if content doesn’t cut it?
  36. Bigger / bolder changes = Features Work with Game Designers / Engineers / Art / QA CoC - Elder Units + Alliances PM Live Ops Cycle: Analysis (Problem) / Solution (Content / Feature) / Implementation / Ramp / Analysis / Iteration Beyond = Management
  37. Long term planning Management v IC Product Owner = accountability Experience = Dev
  38. High level skills What it means to me
  39. Games as a service process Inside v Outside the box innovation Big picture approach NUMBERS! Tricky Understand your user base (and that you’re not one of them!) Get shit done Cross functional - interpersonal skills Product Champion
  40. Most important to me / to get started Problem solver Understand numbers correctly Understand the industry Rest can be taught
  41. Why do I love it? Passion for games PM = One foot in business / one foot in creative I get to wear so many hats FULL owner - end to end experience You’re making “fun” - have fun!