2. BACKGROUND
MOBILE GAMES
CO-FOUNDER, VP
MACROSPACE
(NASDAQ: GLUU)
TABLET GAMES
NON-EXEC DIRECTOR
(SOFTBANK 51% OWNER)
SOCIAL GAMES
CO-FOUNDER, CEO
(NOW PART OF EA)
2001-2007 2007-2012 2010-2013
CORE GAMES ON TOUCH
EXEC DIRECTOR / COO
2013-
3. Founded: 2012
Deep core gaming talent
(Riot, Rockstar, Blizzard, Guerrilla, …)
35 FTEs, 15M in funding
First game: Vainglory™
CREATORS OF CORE GAMES FOR TOUCH SCREENS
Stephan / CCO
Riot Games
Q / CPO
Playfish
Kristian / COO & ED
Playfish / EA
Supercell, Glu
Jason/ Tech Art
Lucasarts
Dreamworks
Carlo/ Art dir
Blizzard
Insomniac
Bo / CEO
Rockstar Games
Gazillion
Tommy / CTO
Riot Games
Guerilla Games
+++
Console grade E.V.I.L.
Engine
8. GROWTH METRICS
• Already one of the most
streamed touch screen games
– 900k+ Twitch views in March
– 1.5M YouTube views in March
• 75min+ average play time
• Exploding community events
– Tournaments
– Tutorial streams
10. 5 LESSONS FROM THE EXPERIENCE
OF BUILDING VAINGLORY SO FAR
11. LESSON 1 : ENGINE MATTERS
• Proprietary console grade E.V.I.L Engine
• Performance and precision
– 60 fps, <30ms controls, 1.3M polygons
• Speed of new hardware adaptation
– Fastest time to new API:s and chipsets
• Magnet for talent
– Artistic freedom, technology culture
12. LESSON 2 :
DESIGN FOR GAMERS – NOT MOBILE
• No gimmicks in controls
– Gestures and accelerometer?
• Long sessions
– 20min sessions vs 3 minute sessions
• Unapologetically core experience
– D1 retention tough for any core game
– Day 30+ is what matters
13. LESSON 3 :
WORKING WITH THE COMMUNITY
• No UA
• From 1:1 relationships to scale
• Key channels: YouTube, Twitch,
Forums & more
• Dedicated talent vs variety talent
14. LESSON 4 :
MEASURING PROGRESS
• “Concrete basketball court” test
• Total minutes played key
• Stream / Youtube views as
proxy for deep engagement
15. LESSON 5 : PATIENCE
• Communities take time to build
16. POTENTIAL OF CORE GAMING ON TOUCH?
Source: Ben Evans – A16Z
• Mobile devices are portable and personal,
facilitating play together anywhere driving
stickiness
• Mobile devices are inherently social and
always connected to data, driving
distribution
• Discoverability and installation easier
through app stores
• Touch is more intuitive to learn than mouse
+ keys
• Opportunity to learn from all previous
mistakes in monetization, community and
distribution
Touch screen core addressable
PC core addressable
- Intimidated by the level of craftsmanship making games and building companies
- Doesn’t help I’m not that good at making games, barely code, gfx terrible, design insinct, produce, market.
- I have one craft, learning and studying
Building game teams and game companies at the very earliest stages of new gaming platforms and steer to commercial success.
I've learned my craft mostly through painful mistakes, through luck and through hard work and observing how things pan out.
Good fortune 3 companies succeeded in shaping an area – despite failures
Glu, Playfish, Supercell, now full time at Super Evil pushing envelope on core on tablets.
None of us make games to make money – it’s about the craft – or as my mom warned me – we play games and can’t get another job
We don’t strive for commercial success alone, but commercial success tends to determine who gets to make more games. Winners write history.
So figured there would be value in distilling lessons from my journey.
Today the games industry is truly borderless. We face more simultaneous opportunities and vectors of change than we have ever done - from wearables to augmented reality, from virtual reality to touch screens - both mobile and tablets.