This document provides an overview of strategies for successfully developing mobile games. It discusses focusing on compelling gameplay through addiction loops and monetizing through free-to-play models. Social sharing is also important to achieve virality. Data-driven development is key, using analytics to optimize retention, monetization, and user acquisition. Other tips include iterating on the game design, optimizing the app store listing, soft launching to test, and utilizing user acquisition and public relations. With the right formula of gameplay, monetization, and social features, along with polish and testing, developers can create hit mobile games.
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Insider Strategies for Creating Successful Mobile Games
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
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!
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
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
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