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We create compelling gameplay experiences!
FreshGames
•

Based in Columbus, Ohio - Self-Funded


•

Est. 2002 - PC & Flash > 2011 Pivoted to Mobile


•

Employees - 8


•

Development Studio - Poland - 3


•

Publish/Develop
•

15 PC/Mac/Flash


•

10 iOS/Android
HOW TO NOT GET

F*’D
MAKING MOBILE
GAMES
I N S I D E R S T R AT E G I E S
F O R C R E AT I N G

SUCCESSFUL
MOBILE GAMES
WHY DO WE LIKE MAKING MOBILE GAMES?
MOBILE
T H E # 1 G A M I N G P L AT F O R M
IN THE WORLD
N E V E R B E F O R E H AV E
YOU HAD SUCH

MASSIVE
REACH
WOW took 10 years to scale to
10 Million Users.
Draw Something - 6 weeks to
scale to 50 Million Users.
GROWTH & REACH
Mobile games market to double in size by 2016 - $24 Billion

3

6 7.2

BILLION

BILLION

BILLION

Internet
Users

Mobile Phone
Users

Global
Population
M O B I L E G A M E R S TAT S
Player Profiles

• 48% female / 52% male

• 55% don’t spend money on games

• 40% between 33-50

• YOY Highest growth 50+,

148% casual
A P P S T O R E S TAT S
Apple and Google Play, 2013

By Download
Games

By Revenue
Games

By Revenue
Games

38% 73% 88%

Top 100
Grossing

Top 100
Grossing

94% 98%
FREE

FREE
IT’S

COMPETITIVE
• Over 1.3 Million Apps - 38% games

• 261,000 Publishers

• 180/710 daily being uploaded

• 80% don’t break even

• 60% Zombie apps -

No updates, less than 10 reviews
V E RY

L U C R AT I V E
• Candy Crush -

$890,000 daily iOS


• Puzzles & Dragons -

$2M daily in Japan
Insider Strategies for Creating Successful Mobile Games
GETTING TO THE TOP
Daily iOS Ranks for All Apps

GROSSING

TOP
FREE
installs

installs

10	 = $77K+
50 = $15K+
100 = $10K+

10	 = 75K+
50 = 23K+
100 = 15K+

10	 = 11K+
50 = 2K
100 = 1.1K

TOP

TOP
PAID
N O W T H AT Y O U ’ R E E X C I T E D …

HERE’S REALITY…
If you have little or no
experience making
mobile games you WILL
make $ mistakes!
SECRET

F O R C R E AT I N G H I T G A M E S
SUCCESS FORMULA

FOR MOBILE GAMES

GAMEPLAY

+

Compulsion
Loops

=

Retention

MONETIZATION

=

Free2play

$

SOCIAL

=

Virality
L E T ’ S S TA R T AT T H E B E G I N N I N G …
GAME
IDEA
BE UN!QUE

• Don’t just copy other games. Be inspired, but innovate.

• Don’t reinvent the wheel, just make it rounder.

• Surprise and delight users.

!
KILLER THEME
Who is your TARGET AUDIENCE?
• Demographic determines

design direction

• Great theme & awesome art

attract users to download

• Play top-grossing games to see

what ideas are working
M O N E T I Z AT I O N
MAKIN’ MONEY

• PAID: $.99 - Very hard to market unless it’s

a brand, featured, or a non-game app.
M O N E T I Z AT I O N
• FREE/ADS: Easy to release, very hard to make

real money unless you’re driving millions of users,
or doing direct deals with advertisers.

• FREEMIUM: Great way to start. Lite version with

pay wall for completion or additional levels.
M O N E T I Z AT I O N
• F2P: Optimal way to make money. Open ended

monetization. Consumables, Power-Ups.
GAME
DESIGN
Establish a clear, welldefined path from the
beginning.
It’s hard to go back after
you release.
GAME NAME

W H AT I T I S , W H AT I T D O E S 

Candy Crush, Fruit Ninja, Cut the Rope, Infinity Blade
• Search net for availability

• USPTO Trademark search

• Run ads on Facebook. Do

AB testing to validate name.

• Register it with App Store.
BITE-SIZED
E N T E R TA I N M E N T

• User must have a
• CSR Racing
• Candy Crush
• Deer Hunter 2014

meaningful FUN
experience within
1-3 minutes.
• Engage and entertain
SOCIAL

Understand the FB Open Graph API
• Strong virality reduces paid user acquisition
• Gifting, Sharing, Posting
• Grinders never pay,

but they will ask their
friends for help.

• 80-90% don’t pay, use

them to make money

> < Friends
USER

EXPERIENCE
• UI/UX - Simple Navigation

• On boarding to the game

intuitive with no instructions

• Takes a lot of time polishing
COMPULSION

LOOPS

What keeps a user coming back day after day
CORE LOOPS
The Psychology of Addictive Gameplay

PHASE 1
•

Challenging, not frustrating


•

Difficulty curve slowly ramps up


•

Slowly depletes hearts/energy - player feels good : )

PHASE 2
•

Wait 1/2 hour for hearts/energy recharge - tire of waiting


•

Game gets progressively harder - need to buy
CORE LOOPS
USE

BUY

PL
E

TE

D

Wait

RE
QU
ES
T

Play

DE

EARN
OPTIMIZE WITH

A N A LY T I C S

The days of shipping and waving goodbye are OVER.

• TOP games are data driven

• Understand user funnels

• Know key conversions - Flurry

Acquisition
Retention
Monetization

ARPU - $.05 - Retention - 35% Conversion rates - 2-5%
Insider Strategies for Creating Successful Mobile Games
ICON DESIGN
• First impressions are important

• May take 10 - 100 iterations to get it right

• Test on iPhone to see how it looks
APP STORE

User Flow > Icon, # Ratings, Screens, Reviews, Copy
• Great copy grabs attention

• 2 sentences above the fold important

• Spend time crafting short, exciting copy

• Screen caps tell the story
Show gameplay
screen first.

Awesome
screenshots

Callout
copy
APP STORE
O P T I M I Z AT I O N ( A S O )
• Can increase sales 1-3%

monthly at no cost


• Research Competitors

• Optimize each update

• Can only change search
Key search words are
very important.

words with each new
update on iOS
SOFT RELEASE

• Test before you broad release

• Australia, New Zealand, Canada: 1-2 months

• Small user acquisition of $500 - $1000
GO VIRAL
• People talking about your
Advertising
Promos (web)
22%

Online WoM
23%

App Store
21%

game is the cheapest way to
get your game downloaded.

• Create a sharable moment

Traditional
WoM
34%

in-game.
• Candy Crush: 1-3 minute

cascades

• 4 Pics One Word: Facebook

post asking for help

The Impact of
word-of-mouth
on game discovery
Need we say more?
G E T F E AT U R E D

Make great games, feature tech from Apple, Google

• Make contact and build relationships.

Create short, compelling pitch kit.
• 1-2 minute video showcasing

the best of the gameplay


• Sell sheet with screen caps,

description and important
features

• DRAMATIC download lift - 1000%+/-

Weekly feature valued at $100,000
PR

Reach out to the top 6 sites
Pocket Gamer, 148apps, GameZebo, SlidetoPlay,
Touch Arcade, Inside Mobile Games

Press Pitch:
• Create 1-page, talking points, screen caps and video
• Will not propel game sales, good for cred in iTunes copy

+

• Make a cool video 15-30 sec to post & have reposted

• YouTube video reviewers with high views

• Create Facebook Fan Page
USER ACQUISITION
Acquiring users through mobile ad networks
• Banner ads, video ads, interstitial, takeovers
• CPC - $.01 - $.04 - banner / video

• CPI - $.50 - $2.50+ banner / video

• CPA - $1.50+
• Promotion networks for burst campaigns - 10k-50k dls
• Cross-promotion = FREE, but need traffic to swap
BE READY TO

ADAPT
• Mobile moves fast, keep

ahead of the curve.
• Stay current with

monetization tactics.
• Smart ones who take

intelligent risks are the
ones who succeed!
G E T T I N G S TA R T E D
B E S T 3 R D PA R T Y S E R V I C E S
M O N E T I Z AT I O N

A P P S T O R E D ATA

A N A LY T I C S

A P P I C O N A U T O M AT I O N

VIDEO AD NETWORKS

ASO

VIDEO CAPTURE

BANNER AD NETWORKS

PROMOTION NETWORK

Appoday

A P P S T O R E L O C A L I Z AT I O N

OneSky
App translation made easy
Awesome GAME insight Blogs
Deconstructor of Fun
http://www.deconstructoroffun.com/


!

Dr. Serkan Toto
Need help when designing a game?

We’ve created a step by step form to

guide you along.

!
Download here!
http://tinyurl.com/k49gura

http://www.serkantoto.com/


!

QUARTERVIEW
http://quarterview.com/


!

GameAnalytics
http://www.gameanalytics.com/


!

GAMESbrief

http://www.gamesbrief.com
S U M M A RY
for success

Addictive Compulsion Loops
F2P Monetization
Compelling Social Hooks

+
Polish, Polish, Polish
THANKS

…and now you won’t get f*’d : )
QUESTIONS ?

Stephan Smith
email to steve
www.freshgames.com

More Related Content

Insider Strategies for Creating Successful Mobile Games

  • 1. We create compelling gameplay experiences!
  • 2. FreshGames • Based in Columbus, Ohio - Self-Funded • Est. 2002 - PC & Flash > 2011 Pivoted to Mobile • Employees - 8 • Development Studio - Poland - 3 • Publish/Develop • 15 PC/Mac/Flash • 10 iOS/Android
  • 3. HOW TO NOT GET F*’D MAKING MOBILE GAMES
  • 4. I N S I D E R S T R AT E G I E S F O R C R E AT I N G SUCCESSFUL MOBILE GAMES
  • 5. WHY DO WE LIKE MAKING MOBILE GAMES?
  • 6. MOBILE T H E # 1 G A M I N G P L AT F O R M IN THE WORLD
  • 7. N E V E R B E F O R E H AV E YOU HAD SUCH MASSIVE REACH WOW took 10 years to scale to 10 Million Users. Draw Something - 6 weeks to scale to 50 Million Users.
  • 8. GROWTH & REACH Mobile games market to double in size by 2016 - $24 Billion 3 6 7.2 BILLION BILLION BILLION Internet Users Mobile Phone Users Global Population
  • 9. M O B I L E G A M E R S TAT S Player Profiles • 48% female / 52% male • 55% don’t spend money on games • 40% between 33-50 • YOY Highest growth 50+, 148% casual
  • 10. A P P S T O R E S TAT S Apple and Google Play, 2013 By Download Games By Revenue Games By Revenue Games 38% 73% 88% Top 100 Grossing Top 100 Grossing 94% 98% FREE FREE
  • 11. IT’S COMPETITIVE • Over 1.3 Million Apps - 38% games • 261,000 Publishers • 180/710 daily being uploaded • 80% don’t break even • 60% Zombie apps - No updates, less than 10 reviews
  • 12. V E RY L U C R AT I V E • Candy Crush - $890,000 daily iOS • Puzzles & Dragons - $2M daily in Japan
  • 14. GETTING TO THE TOP Daily iOS Ranks for All Apps GROSSING TOP FREE installs installs 10 = $77K+ 50 = $15K+ 100 = $10K+ 10 = 75K+ 50 = 23K+ 100 = 15K+ 10 = 11K+ 50 = 2K 100 = 1.1K TOP TOP PAID
  • 15. N O W T H AT Y O U ’ R E E X C I T E D … HERE’S REALITY…
  • 16. If you have little or no experience making mobile games you WILL make $ mistakes!
  • 17. SECRET F O R C R E AT I N G H I T G A M E S
  • 18. SUCCESS FORMULA FOR MOBILE GAMES GAMEPLAY + Compulsion Loops = Retention MONETIZATION = Free2play $ SOCIAL = Virality
  • 19. L E T ’ S S TA R T AT T H E B E G I N N I N G …
  • 21. BE UN!QUE • Don’t just copy other games. Be inspired, but innovate. • Don’t reinvent the wheel, just make it rounder. • Surprise and delight users. !
  • 22. KILLER THEME Who is your TARGET AUDIENCE? • Demographic determines design direction • Great theme & awesome art attract users to download • Play top-grossing games to see what ideas are working
  • 23. M O N E T I Z AT I O N MAKIN’ MONEY • PAID: $.99 - Very hard to market unless it’s a brand, featured, or a non-game app.
  • 24. M O N E T I Z AT I O N • FREE/ADS: Easy to release, very hard to make real money unless you’re driving millions of users, or doing direct deals with advertisers. • FREEMIUM: Great way to start. Lite version with pay wall for completion or additional levels.
  • 25. M O N E T I Z AT I O N • F2P: Optimal way to make money. Open ended monetization. Consumables, Power-Ups.
  • 27. Establish a clear, welldefined path from the beginning. It’s hard to go back after you release.
  • 28. GAME NAME W H AT I T I S , W H AT I T D O E S Candy Crush, Fruit Ninja, Cut the Rope, Infinity Blade • Search net for availability • USPTO Trademark search • Run ads on Facebook. Do AB testing to validate name. • Register it with App Store.
  • 29. BITE-SIZED E N T E R TA I N M E N T • User must have a • CSR Racing • Candy Crush • Deer Hunter 2014 meaningful FUN experience within 1-3 minutes. • Engage and entertain
  • 30. SOCIAL Understand the FB Open Graph API • Strong virality reduces paid user acquisition • Gifting, Sharing, Posting • Grinders never pay, but they will ask their friends for help. • 80-90% don’t pay, use them to make money > < Friends
  • 31. USER EXPERIENCE • UI/UX - Simple Navigation • On boarding to the game intuitive with no instructions • Takes a lot of time polishing
  • 32. COMPULSION LOOPS What keeps a user coming back day after day
  • 33. CORE LOOPS The Psychology of Addictive Gameplay PHASE 1 • Challenging, not frustrating • Difficulty curve slowly ramps up • Slowly depletes hearts/energy - player feels good : ) PHASE 2 • Wait 1/2 hour for hearts/energy recharge - tire of waiting • Game gets progressively harder - need to buy
  • 35. OPTIMIZE WITH A N A LY T I C S The days of shipping and waving goodbye are OVER. • TOP games are data driven • Understand user funnels • Know key conversions - Flurry Acquisition Retention Monetization ARPU - $.05 - Retention - 35% Conversion rates - 2-5%
  • 37. ICON DESIGN • First impressions are important • May take 10 - 100 iterations to get it right • Test on iPhone to see how it looks
  • 38. APP STORE User Flow > Icon, # Ratings, Screens, Reviews, Copy • Great copy grabs attention • 2 sentences above the fold important • Spend time crafting short, exciting copy • Screen caps tell the story Show gameplay screen first. Awesome screenshots Callout copy
  • 39. APP STORE O P T I M I Z AT I O N ( A S O ) • Can increase sales 1-3% monthly at no cost • Research Competitors • Optimize each update • Can only change search Key search words are very important. words with each new update on iOS
  • 40. SOFT RELEASE • Test before you broad release • Australia, New Zealand, Canada: 1-2 months • Small user acquisition of $500 - $1000
  • 41. GO VIRAL • People talking about your Advertising Promos (web) 22% Online WoM 23% App Store 21% game is the cheapest way to get your game downloaded. • Create a sharable moment Traditional WoM 34% in-game. • Candy Crush: 1-3 minute cascades • 4 Pics One Word: Facebook post asking for help The Impact of word-of-mouth on game discovery
  • 42. Need we say more?
  • 43. G E T F E AT U R E D Make great games, feature tech from Apple, Google • Make contact and build relationships. Create short, compelling pitch kit. • 1-2 minute video showcasing the best of the gameplay • Sell sheet with screen caps, description and important features • DRAMATIC download lift - 1000%+/- Weekly feature valued at $100,000
  • 44. PR Reach out to the top 6 sites Pocket Gamer, 148apps, GameZebo, SlidetoPlay, Touch Arcade, Inside Mobile Games Press Pitch: • Create 1-page, talking points, screen caps and video • Will not propel game sales, good for cred in iTunes copy + • Make a cool video 15-30 sec to post & have reposted • YouTube video reviewers with high views • Create Facebook Fan Page
  • 45. USER ACQUISITION Acquiring users through mobile ad networks • Banner ads, video ads, interstitial, takeovers • CPC - $.01 - $.04 - banner / video • CPI - $.50 - $2.50+ banner / video • CPA - $1.50+ • Promotion networks for burst campaigns - 10k-50k dls • Cross-promotion = FREE, but need traffic to swap
  • 46. BE READY TO ADAPT • Mobile moves fast, keep ahead of the curve. • Stay current with monetization tactics. • Smart ones who take intelligent risks are the ones who succeed!
  • 47. G E T T I N G S TA R T E D B E S T 3 R D PA R T Y S E R V I C E S M O N E T I Z AT I O N A P P S T O R E D ATA A N A LY T I C S A P P I C O N A U T O M AT I O N VIDEO AD NETWORKS ASO VIDEO CAPTURE BANNER AD NETWORKS PROMOTION NETWORK Appoday A P P S T O R E L O C A L I Z AT I O N OneSky App translation made easy
  • 48. Awesome GAME insight Blogs Deconstructor of Fun http://www.deconstructoroffun.com/ ! Dr. Serkan Toto Need help when designing a game? We’ve created a step by step form to guide you along. ! Download here! http://tinyurl.com/k49gura http://www.serkantoto.com/ ! QUARTERVIEW http://quarterview.com/ ! GameAnalytics http://www.gameanalytics.com/ ! GAMESbrief http://www.gamesbrief.com
  • 49. S U M M A RY for success Addictive Compulsion Loops F2P Monetization Compelling Social Hooks + Polish, Polish, Polish
  • 50. THANKS …and now you won’t get f*’d : )
  • 51. QUESTIONS ? Stephan Smith email to steve www.freshgames.com