building the pipeline for fun - game development

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Building the pipeline for Fun Amar Chittimalli Founder/CEO - FaunaFace, Inc @chitimalli

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Building the pipeline for Fun

Amar Chittimalli Founder/CEO - FaunaFace, Inc@chitimalli

Background- Building games for more than a +11 years

- Digipen - Game Dev - Programming

- Casual, Social, Mobile & CMO games

Smash Wars [Soft Launched]

- #SmashTillYouCrash- Endless Surfing Fun- CAN, AUS & IND

Game Of Suits [Pre-Launch]

- 1st PrizeWinner for 10K GDC-Next - 2014- Match 3 meets Poker- Casual, Mobile, Social

Takeaways for building the FUN pipeline

● Your FUN pipeline has three elements : Team/Tools, Game , Players

● Your FUN pipeline starts and ends with your : Customer/Mkt

● Your FUN pipeline has two sides : Pyramid & Funnel

● Your FUN pipeline is built Iteratively : Build, Share, Measure, Refine

What is a Fun pipeline? What does it consist ?

Your Fun pipeline is a process that Three core elements

“Team+Tools” “Game” “Player/Mkt”

Team +

Tools

Fun Game

+

Retention Game

Market

+

Players

Shipyour Game

Player is Acquired

Monetize &Retain

Use tools Build a Game

Start & keep knowing your Player and the Mkt

The Half Life of a Mobile game is ½ to 2 years - compared to other entertainment medium (Music, Movies, Games)

The shorter the ½ life, the more power creator has, as there is more demand for new content.

: David Helgason (Founder of Unity - Unite 2013)

Returning vs New Players

● Returning players monetize well● Its easier to engage returning players● Lowers your acquisition cost for next game● Build a community & give player the tools to share● Ex: Everyplay

Overview to build a FUN pipeline - - Its Iterative

Pre-Launch

1. Analyze the App store and identify your customer2. Design the core game mechanics3. Pick the right tools to start building your game4. Prototype - Play-Test, Beta-Test & Pre-Launch your game

Post Launch

5. Launch your game6. Measure for retention & monetization & get feedback7. Refine by prototyping or adding features and GoTo Step:5

FUN

You cannot measure FUN in One GO!

Few recommended stages to build you FUN pipeline

GAME CUSTOMER

● Prototype Inhouse & Friends

● Alpha Friends & PlayTesters

● Beta External Testers

● Pre-Launch Beta, One Language

● Soft Launch AppStore - Few countries

● Global Platform New platforms or new regions

● Full Launch Localized UI and GamePlay for Max FUN

Your FUN pipeline is a TWO way road!

The Pyramid [Building your Game] Pre-Launch

● Core Game● Retention Game● Super Fan Game

The Funnel [Operating your Game] Post-Launch

● Acquisition● Retention● Monetization

The Funnel side of FUN pipeline is equally important, if ignored the party is a short one

The Funnel - Operating GameThe Pyramid - Building Game

Core LoopFREE

Retention Game$

Super-Fan Game$$$

- Central point for engagement-Free & unrestricted access forever-Short, around (1 to 2) min

Ex:One Run in JetPack, Subway Surfer

-Encourages Players to Come back-Various Game play modes

Ex:Leveling up, New Content.. etc

Whales: Measure Time by Money

Post Launch, Multiplayer, &, Tournaments, Higher Level

Ex: Guilds in MMO, Community,

Acquisition

Retention

Monetization

Paid install, organic, PR, ad’s, virality, cross-promotion

Bad retention, leads waste of $$$ spent on acquisition

-Monetization, doesn’t limit players FUN.

-Goal is to identify super-fans and let them spend TIME == MONEY

Src: GamesBrief

Few considerations to build your game Pyramid

Once the Game Design is finalized. Make you consider some of these into

● Choose your Tech based ○ Game design○ Art style

● Think Cross Platform - Start with one● Consider A/B testing [Prototyping]● Analytics is a must● Multiplayer & Social● Offline Support

Game Design

ARTUI

Game Dev

FUN

Few consideration to build your game Funnel

Features needed for operating your Funnel: It’s all about knowing your Player

● Player Accounts - Know your Player/Auth ● Virtual Goods Mgt - Monetization● Data Mgt - Player and Game Data● Cross multiplayer platform - Retention● Social & Messaging - Virality● Game promotions - Deals and Offers● Analytics & Attribution analytics - Measure your cost and engagement● Cross Promotion/News - Quality and easy user acquisition● Many more ...

Consider these before picking a Service

Goals : User Acquisition + Retention + Monetization

● Cost per month● Ease of Integration● Designed for any game?● Tutorials and documentation● Custom game code?● Server to Server interaction?● Great dashboard● Analytics● Full access to your PlayerData

Few services for managing your game Funnel

● Playfab○ Free, Runs on AWS, Built for game, Pay for Add-On, Server-to-Server

● GameSparks○ Freemium, [Pay per MAU],

● Soomla ○ Free, Open Source - Need to share your game data to other games anonymously]

● Yahoo/Player.io ○ Yahoo Games Net [Player.io] [Rev Share 0% - 5% - 10%]

● Heroic Labs ○ YC company (pretty New)

● Build Your Own [non-gaming]○ Amazon Mobile :○ Parse.io /Facebook Compare: goo.gl/Qbz7xD

More Tools & Blogs for mobile game (recommended)

App Annie - Market, Appstore Insights

Pocket Gamer - Discovery/News/Events/Res

TouchArcade - Mobile Game reviews

Game Insight - Mobile/News/Discovery

Game Sauce - Interviews/Postmortem tools

Chartboost - Dev success stories

Game Analytics - Analytics & Dev Blog

Soomla - Tools/Open source

DeltaDNA - Measure, Analyze, Engage

LeanPlum - A/B Testing & Analytics

Saltr - Customize in real time

HelpShift - Mobile CRM

Soomla Grow - Analytics & Whale Report

Pre-Launch - Beta Testers

Takeaways for building the FUN pipeline

● Your FUN pipeline has three elements : Team/Tools, Game , Players

● Your FUN pipeline starts and ends with your : Customer/Mkt

● Your FUN pipeline has two sides : Pyramid & Funnel

● Your FUN pipeline is built Iteratively : Build, Share, Measure, Refine