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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
Ship
your 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 customer
2. Design the core game mechanics
3. Pick the right tools to start building your game
4. Prototype - Play-Test, Beta-Test & Pre-Launch your game
Post Launch
5. Launch your game
6. Measure for retention & monetization & get feedback
7. 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 Loop
FREE
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
ART
UI
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
questions ?
amar@faunaface.com / @chitimalli
Slides: goo.gl/y03rYW

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Building the pipeline for FUN - Game Development

  • 1. Building the pipeline for Fun Amar Chittimalli Founder/CEO - FaunaFace, Inc @chitimalli
  • 2. 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
  • 3. 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
  • 4. 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 Ship your Game Player is Acquired Monetize & Retain Use tools Build a Game
  • 5. 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)
  • 6. 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
  • 7. Overview to build a FUN pipeline - - Its Iterative Pre-Launch 1. Analyze the App store and identify your customer 2. Design the core game mechanics 3. Pick the right tools to start building your game 4. Prototype - Play-Test, Beta-Test & Pre-Launch your game Post Launch 5. Launch your game 6. Measure for retention & monetization & get feedback 7. Refine by prototyping or adding features and GoTo Step:5 FUN You cannot measure FUN in One GO!
  • 8. 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
  • 9. 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
  • 10. The Funnel - Operating GameThe Pyramid - Building Game Core Loop FREE 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
  • 11. 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 ART UI Game Dev FUN
  • 12. 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 ...
  • 13. 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
  • 14. 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
  • 15. 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
  • 16. 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
  • 17. questions ? [email protected] / @chitimalli Slides: goo.gl/y03rYW