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The	
  Wooga	
  way	
  to	
  create	
  successful	
  games	
  
                               	
  
                      Thiago	
  Appella	
  
 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  FOUNDED	
  IN	
  2009	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  BY	
  JENS	
  BEGEMANN	
  AND	
  PHILIPP	
  MOESER	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  FACEBOOK	
  AND	
  MOBILE	
  GAMES	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  ONE	
  OF	
  THE	
  WORLDWIDE	
  LEADERS	
  	
  	
  	
  	
  	
  
50	
  MILLION	
  MAU	
  
TEAM	
  OF	
  250,	
  35	
  DIFFERENT	
  NATIONS	
  –	
  IN	
  BERLIN	
  
GAMES	
  FOR	
  EVERYONE	
  
GAMES	
  FOR	
  EVERYONE	
  
 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  HOW	
  DO	
  WE	
  DEVELOP	
  GAMES?	
  
NEW	
  
                                                    GAME	
  
TEAM	
  




           COMPLETELY	
  INDEPENDENT	
  TEAMS	
  
1.	
  	
  	
  PRODUCT	
  MANAGERS	
  
2.	
  	
  	
  ENGINEERS	
  
3.	
  	
  	
  ARTISTS	
  
4.	
  	
  	
  GAME	
  DESIGNERS	
  


                                        TEAM	
  COMPOSITION	
  
1.	
  	
  	
  NO	
  SHARED	
  RESOURCES	
  
2.	
  	
  	
  TECHNOLOGY	
  
3.	
  	
  	
  METHODOLOGY	
  
4.	
  	
  	
  DECISION	
  MAKING	
  


                                         INDEPENDENT	
  TEAM	
  
DON’T	
  FOLLOW	
  THE	
  HIPPO	
  
HIGHEST	
  PAID	
  
PERSON’S	
  OPINION	
  


                          HIPPO	
  
1	
  -­‐	
  5	
  MONTHS	
      6	
  -­‐	
  12	
  MONTHS	
     6	
  MONTHS	
  TO	
  YEARS	
  



PROTOTYPE	
                     PRODUCTION	
                                LIVE	
  
  GAME	
  DESIGN	
                      GAME	
  DESIGN	
                GAME	
  DESIGN	
  
                                        USER	
  TESTING	
               USER	
  TESTING	
  
                                                                         A/B	
  TESTING	
  




         1	
  -­‐	
  3	
                   7	
  -­‐	
  20	
                    10	
  -­‐	
  25	
  
1	
  -­‐	
  5	
  MONTHS	
                  6	
  -­‐	
  12	
  MONTHS	
                                                                6	
  MONTHS	
  TO	
  YEARS	
  



PROTOTYPE	
                        PRODUCTION	
                                                                                                    LIVE	
  
  GAME	
  DESIGN	
                                        GAME	
  DESIGN	
                                                                     GAME	
  DESIGN	
  
                                                          USER	
  TESTING	
                                                                    USER	
  TESTING	
  
                                	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
              A/B	
  TESTING	
  




         1	
  -­‐	
  3	
                                        7	
  -­‐	
  20	
                                                                      10	
  -­‐	
  25	
  
                                                                                                          80%	
  
Do	
  a	
  
             thing	
  

  Expand	
                 Get	
  a	
  
your	
  things	
           thing	
  
=   +
LET	
  THE	
  SCIENCE	
  BEGIN	
  
1.	
  	
  	
  DAU,	
  MAU,	
  CPI,	
  LIFE	
  TIME	
  VALUE	
  
2.	
  	
  	
  BOOKINGS	
  
3.	
  	
  	
  CROSS	
  LINKING	
  
4.	
  	
  	
  USER	
  TESTING	
  
1.	
  	
  	
  DAU,	
  MAU,	
  CPI,	
  LIFE	
  TIME	
  VALUE	
  
2.	
  	
  	
  BOOKINGS	
  
3.	
  	
  	
  CROSS	
  LINKING	
  
4.	
  	
  	
  USER	
  TESTING	
  
5.	
  	
  	
  A/B	
  TEST	
  
FEATURE	
  A	
  	
  	
  	
  VS	
  	
  	
  	
  	
  FEATURE	
  B	
  




                                                      A/B	
  TEST	
  
LIVE	
  

GAME	
  DESIGN	
  
USER	
  TESTING	
  
  A/B	
  TEST	
  
DAU	
  




          TIME	
  
DAU	
  




          TIME	
  
DAU	
  




          TIME	
  
DAU	
  
(millions)	
  



   1,2	
  




     0,2	
  



                 02/2010	
     05/2010	
     08/2010	
     05/2011	
     06/2011	
     TIME	
  
ALL	
  LEVELS	
  WERE	
  PLAYED	
  
                   OR	
  
LEVELS	
  BECAME	
  TOO	
  DIFFICULT	
  


                        WHAT	
  WE	
  FOUND	
  
DAU	
  
(millions)	
  




      2	
  



   1,5	
  



     1	
  



     0,5	
  




                 04/2010	
     08/2010	
     TIME	
  
DAU	
  
(millions)	
  




      2	
  



   1,5	
                       LEVEL	
  OF	
  THE	
  WEEK	
  



     1	
  



     0,5	
  




                 04/2010	
             08/2010	
                10/2011	
     TIME	
  
+	
  90%	
  	
  BOOKINGS	
  


FIREBALL	
  INTRODUCTION	
  
ITERATION	
  &	
  POLISHING	
  
GARDEN	
  @	
  LAUNCH	
     GARDEN	
  TODAY	
  
Step	
  
New	
  users	
  (last	
  24h)	
                                   38.863	
  
01	
  -­‐	
  Flash	
  begin	
  (0%)	
                              93,0%	
  
02	
  -­‐	
  Flash	
  complete	
  (100%)	
                         86,5%	
  
03	
  -­‐	
  Tutorial	
  –	
  first	
  harvest	
  completed	
       82,7%	
  
04	
  -­‐	
  Tutorial	
  –	
  first	
  planTng	
  completed	
       82,5%	
  
05	
  -­‐	
  Tutorial	
  –	
  Mr	
  T’s	
  magic	
  applied	
      81,1%	
  
06	
  -­‐	
  Tutorial	
  –	
  second	
  harvest	
  compl.	
        79,8%	
  
07	
  -­‐	
  Level	
  2	
  reached	
                               79,6%	
  
08	
  -­‐	
  Tutorial	
  completed	
  (plowing)	
                  79,4%	
  
09	
  -­‐	
  Level	
  3	
  reached	
                               78,8%	
  
10	
  -­‐	
  Level	
  4	
  reached	
                               77,5%	
     1.3%	
  DROP	
  
11	
  –	
  Level	
  5	
  (or	
  higher)	
  reached	
               77,2%	
  
5min	
     3min	
  
111	
  



100	
  


          INVITE	
  BUTTON	
  
104	
  
ITERATION	
  &	
  POLISHING	
  
FOCUS	
  ON	
  MONETIZATION	
  
+	
  22%	
  BOOKINGS	
  
TOO	
  HARD	
  
DIFFICULTY	
  




                                                           TOO	
  EASY	
  

                                   TIME	
  /	
  SKIL	
  
CRAFTING	
  WITH	
  WOOGOO	
  
CRAFTING	
  WITH	
  WOOGOO	
  
CRAFTING	
  WITH	
  WOOGOO	
  
WOOGO	
  VS	
  MAGIC	
  WANDS	
  
                              BUTTON	
  +	
  ADDED	
  




               CRAFTING	
                    WOOGO	
  PUMP	
  
FOCUS	
  ON	
  MONETIZATION	
  
CROSS	
  LINKING	
  
CROSS	
  LINKING	
  
WRAPPING	
  UP	
  
ITERATION	
  IS	
  CRUTIAL!	
  



                   HOW	
  TO	
  SUCCEED?	
  
DESIGN	
                           PROTOTYPE	
  




             USER	
  TESTING	
  




                 GOOD?	
  
A	
  HIT	
  GAME	
  IS	
  NOT	
  ALWAYS	
  A	
  
             HIT	
  FROM	
  START	
  


                            HOW	
  TO	
  SUCCEED?	
  
TEST,	
  TEST,	
  TEST	
  


                 HOW	
  TO	
  SUCCEED?	
  
GAME	
  IS	
  ALSO	
  ABOUT	
  SCIENCE	
  


                         HOW	
  TO	
  SUCCEED?	
  
WE	
  ARE	
  HIRING!	
  
         WWW.WOOGA.COM/JOBS	
  

VISIT	
  US	
  AT	
  THE	
  BOOTH	
  B-­‐03	
  
ANY	
  QUESTIONS?	
  
CONTACT:	
  THIAGO.APPELLA@WOOGA.COM	
  

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The Wooga way to create successful games_SBGames Brazil 2012_Thiago Apella

  • 1. The  Wooga  way  to  create  successful  games     Thiago  Appella  
  • 2.                                                                                                                                  FOUNDED  IN  2009                                          BY  JENS  BEGEMANN  AND  PHILIPP  MOESER                                                                                FACEBOOK  AND  MOBILE  GAMES                                                                      ONE  OF  THE  WORLDWIDE  LEADERS            
  • 4. TEAM  OF  250,  35  DIFFERENT  NATIONS  –  IN  BERLIN  
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 14.                                                  HOW  DO  WE  DEVELOP  GAMES?  
  • 15. NEW   GAME   TEAM   COMPLETELY  INDEPENDENT  TEAMS  
  • 16. 1.      PRODUCT  MANAGERS   2.      ENGINEERS   3.      ARTISTS   4.      GAME  DESIGNERS   TEAM  COMPOSITION  
  • 17. 1.      NO  SHARED  RESOURCES   2.      TECHNOLOGY   3.      METHODOLOGY   4.      DECISION  MAKING   INDEPENDENT  TEAM  
  • 19. HIGHEST  PAID   PERSON’S  OPINION   HIPPO  
  • 20. 1  -­‐  5  MONTHS   6  -­‐  12  MONTHS   6  MONTHS  TO  YEARS   PROTOTYPE   PRODUCTION   LIVE   GAME  DESIGN   GAME  DESIGN   GAME  DESIGN   USER  TESTING   USER  TESTING   A/B  TESTING   1  -­‐  3   7  -­‐  20   10  -­‐  25  
  • 21. 1  -­‐  5  MONTHS   6  -­‐  12  MONTHS   6  MONTHS  TO  YEARS   PROTOTYPE   PRODUCTION   LIVE   GAME  DESIGN   GAME  DESIGN   GAME  DESIGN   USER  TESTING   USER  TESTING                                                     A/B  TESTING   1  -­‐  3   7  -­‐  20   10  -­‐  25   80%  
  • 22.
  • 23.
  • 24.
  • 25. Do  a   thing   Expand   Get  a   your  things   thing  
  • 26.
  • 27.
  • 28. = +
  • 29. LET  THE  SCIENCE  BEGIN  
  • 30. 1.      DAU,  MAU,  CPI,  LIFE  TIME  VALUE   2.      BOOKINGS   3.      CROSS  LINKING   4.      USER  TESTING  
  • 31.
  • 32. 1.      DAU,  MAU,  CPI,  LIFE  TIME  VALUE   2.      BOOKINGS   3.      CROSS  LINKING   4.      USER  TESTING   5.      A/B  TEST  
  • 33. FEATURE  A        VS          FEATURE  B   A/B  TEST  
  • 34. LIVE   GAME  DESIGN   USER  TESTING   A/B  TEST  
  • 35. DAU   TIME  
  • 36. DAU   TIME  
  • 37. DAU   TIME  
  • 38.
  • 39.
  • 40. DAU   (millions)   1,2   0,2   02/2010   05/2010   08/2010   05/2011   06/2011   TIME  
  • 41. ALL  LEVELS  WERE  PLAYED   OR   LEVELS  BECAME  TOO  DIFFICULT   WHAT  WE  FOUND  
  • 42.
  • 43. DAU   (millions)   2   1,5   1   0,5   04/2010   08/2010   TIME  
  • 44. DAU   (millions)   2   1,5   LEVEL  OF  THE  WEEK   1   0,5   04/2010   08/2010   10/2011   TIME  
  • 45. +  90%    BOOKINGS   FIREBALL  INTRODUCTION  
  • 46.
  • 47.
  • 49.
  • 50. GARDEN  @  LAUNCH   GARDEN  TODAY  
  • 51. Step   New  users  (last  24h)   38.863   01  -­‐  Flash  begin  (0%)   93,0%   02  -­‐  Flash  complete  (100%)   86,5%   03  -­‐  Tutorial  –  first  harvest  completed   82,7%   04  -­‐  Tutorial  –  first  planTng  completed   82,5%   05  -­‐  Tutorial  –  Mr  T’s  magic  applied   81,1%   06  -­‐  Tutorial  –  second  harvest  compl.   79,8%   07  -­‐  Level  2  reached   79,6%   08  -­‐  Tutorial  completed  (plowing)   79,4%   09  -­‐  Level  3  reached   78,8%   10  -­‐  Level  4  reached   77,5%   1.3%  DROP   11  –  Level  5  (or  higher)  reached   77,2%  
  • 52. 5min   3min  
  • 53. 111   100   INVITE  BUTTON   104  
  • 57. TOO  HARD   DIFFICULTY   TOO  EASY   TIME  /  SKIL  
  • 58.
  • 62. WOOGO  VS  MAGIC  WANDS   BUTTON  +  ADDED   CRAFTING   WOOGO  PUMP  
  • 65.
  • 68. ITERATION  IS  CRUTIAL!   HOW  TO  SUCCEED?  
  • 69. DESIGN   PROTOTYPE   USER  TESTING   GOOD?  
  • 70. A  HIT  GAME  IS  NOT  ALWAYS  A   HIT  FROM  START   HOW  TO  SUCCEED?  
  • 71. TEST,  TEST,  TEST   HOW  TO  SUCCEED?  
  • 72. GAME  IS  ALSO  ABOUT  SCIENCE   HOW  TO  SUCCEED?  
  • 73. WE  ARE  HIRING!   WWW.WOOGA.COM/JOBS   VISIT  US  AT  THE  BOOTH  B-­‐03  
  • 74. ANY  QUESTIONS?   CONTACT:  THIAGO.APPELLA@WOOGA.COM