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Building a GooglePlay App
Business from Scratch
2
The Company
Education:
Game Design & 3D Art, Games Academy
www. ABM-Game.com
Work:
Game Design & 3D Art, northworks Software
Head of Publisher Relations, Balao/GratisPay
Producer, Bigpoint
Sr. Product Manager, MondiaMedia
Who we are
• Age: 3
• Games: 2
• Small budget
• Low UA spend
• Live: March 2013
• 1,01 mio installs (6 versions)
• Platforms:
• Languages:
4
The Company
• Built a mobile social games incubator
• Focus on a pragmatic approach, no film business!
Minimize production costs &
user acquisition costs
Address a broad audience
Encourage socializing
Increase monetization
The Monster Vision
Products
• Live: March 2013
• >1 mio installs
• Platforms:
• Languages:
Art Style LOOK & FEEL
Products
Art Style In-Game
Products
Level 1
Level 30
Level 40
„Cabine“ „Guard
Tower“
„Watch
Tower“
„Chapel“
Mobile: Market & Business
Market
Go Mobile
• Android: 1.3 m vs. iOS: 515k
device activations/day
• 65% US citizens own a smartphone
(44% in 2011)
• US spend 34hrs/month using mobile
apps or browsing the mobile web
• Worldwide spending on mobile game-
apps tripled in 2013 to 16 billion-USD
• 79% revenues on iOS and GooglePlay
 free2play
10
Business Model
Free-to-Play
• Customization/Vanity-Items
(Rooms, pets, cloth, …)
• Advantages
(Bigger cannons, better ships,…)
• Features
(Instant action, comfort …)
• Probabilities
(Drop rates, safety …)
Everything that has a need!
11
Business Model
Social Needs & Bragging Rights
(unique, individual, rich$ …)
Drive to Collect
(I want it all!)
Advantages
(bigger, better, faster, stronger
…)
Instinct to Play
(Let‘s have fun!)
Improved Experience
(Winning is fun!)
Also see: Maslow‘s hierarchy of needs and the concept of flow
Rewards
(Success, acceptance,
recognition …)
Balance!
How to create a need (Bragging Approach)
12
Business Model
• Faster development ! (MM: 6-8 month = 1 game)
• Cross-platform with Unity or Xamarin etc.
• Deep insides & understanding (KPIs)
• Great game = great chance (Google & Apple push)
• Entrepreneurial ground = more control with selfpublishing
Upsides Free-to-Play & Mobile
13
Business Model
• Key factors of success for a mobile free to play game
Free-to-Play Operations
quickly lead to
another product
14
Production Keys
Vision
&
scope
Target
audience
Product &
quality
Monetization
& tracking
(BI)
Productions
costs
User
acquisition
costs
the unkown
Operations
The Channel Landscape
Now that you’re mobile …
• Device fragmentation
• SDK Terror
• Small screen confusion
• Ratings & Comments =
Costumer is King
• Forums on mobile ?
• Users jump ship fast
• Lifetime-value lower
• Shares + Tax = ~40%
+ Partner Shares
• Lower ARPPU Vs. high UA
15$ vs. 2-3$ (and up…)
= First week cash out (depends on
game)
Synced a Problem?
• If you have one, you have one for real
– GP: 6-24 hours (max. 48+)
– AZ & iOS: review 1-2 w. (sometimes even more)
– Partners? (QA comes on top)
• How do you know you have one?
– User feedback takes way longer
– Users rather quit than ask
The Channel Landscape
Building a Business
We …
Building a Business
… but we are still waiting for that feature!
Solving (some) Problems
• GP first  then rollout
– sync as you go
– Beta & %-rollout (c.mass)
– Basic analytics
• User Feedback
– Comments live n‘ …
– … direct comm. back
• Store test & optimize
– Names / Promo Header /
Text / Icons / Screenshots
– For every country
Free users for
everyone !
… as long as
you …
Building a Business
Have a plan!
• Tracking
• Art works & Icons
• Costumer care
• Localization
• Update Schedule
• Event Schedule
• Content, content,
content …
Building a Business
Icons, Art Works, Store Texts
Building a Business
Costumer Care
• Give a good feeling
– TAT is key !
– Answer every request
– Comment-back on comments
• Use tools & macros
• Find communication channels
• Always have a solutions (ACP)
– Even if it means giving “cash”
Building a Business
Tracking
• KPI Introduction
– Installs/Downloads vs. MAU & DAU
– ARPPU & ARPI vs. CPI
– Reg2Pay & MAU2Pay
– Rolling Retention: Day1|Day7|Day30
– If possible: Ingame-Economy Analysis
• Tools (discrepancies)
Flurry | Game Analytics | MAT | Adjust iOS | AppAnnie |
Selftracking
Building a Business
Ranking & Updates
vs.
Or: “why all store rankings are broken”
Ranking Bullshit (Burst)
„[insertgamename] is #1 in 100.000
countries on 5 different planets and its
all thanks to … ah, the … product!”
Ranking & Updates
• Ranking can be bought
• Only top grossing counts
• Staying in the ranking is the hard part
• At least on GP it’s harder to manipulate + effect lasts
150k
3-6k
7-12 days
~250k
Burst works
• If you have the right game
– ARPPU & ARPI
– Reg2Pay & MAU2Pay
– Rolling retention
– K-Faktor
Ranking & Updates
Burst UA-Mix
$ Offer Based Payment (Fyber)
$$ Daily App Adv. Services (AppTurbo; AppGratis)
$$$ Chartboost – barta deal platform
$$$$ facebook – self vs. agencies
$Free: K-Faktor (get players to get their friends)
?-$ “Grey-area” services (bot-networks & exploits)
Ranking & Updates
Slow Growth
• Free installs: The Google Radar
– 200-300 free installs/day = normal
– Day/2k< possible
Ranking & Updates
Learnings Kingdoms & Monsters
• Don’t sync too much!  Patch Day
• GP Radar & Active/Retention are connected
Installs / Day
Retention & New-User Boost
Stable
Up & Down
Turning Point Killer
DAU Growth
Ranking & Updates
Event Schedule
How Events Work
• Drive engagement & retention (Activity- /Login Rate)
• Can be
– Refreshing & new
– Easy & entertaining
– Hard & rewarding
• Rewards
– Type & amount = important
Event Schedule
Result: users buy X and immediately
reuse it, event engages to come back
X
Z
Y
Google loves Events
Event & Update Schedule
• Plan event-schedule ahead
– QA & review time
New Users
1 2 3 4
Users love Events
Event & Update Schedule
1# Event
2# EventDAU 3# Event
4# Event
Revenues: Winter Event +33% | Easter Event +21%
Balancing & Game-Economy
(Monetization)
Pre update
Very high retention
No money
Target Group Result
* Rebalancing
* More complexity
* Increase difficulty
Post update (2-3 m.)
Retention -20%
Revenue +400%
Target Group
• Target group analysis
• Fast iteration cycles
• F2P: Fair(?) vs. profitable
• “Jugendschutz” (COPA, GF judgment etc.)
Balancing & Game-Economy
Soft Payment Break
• Clash of Clans (mid game)
– Saving gold vs. storage & upgrade
vs. getting attacked
– Builder no.3 for crystals
 Slow down = progression break
• Candy Crush (early/mid game)
– Lives are limited
 Flow interruption = gameplay break
Balancing & Game-Economy
Retention, Retention, Retention
• Very low entrance barrier
– At least 1 hour straight through playing
– K&M = for days no real break (risky)
• User guidance
– Tutorial!
– Many non-gamer
– Explain everything
– Make the game easy
• New stuff every other session
– Themeparks (story events)
Balancing & Game-Economy
Advertisement
• Offer Based Payment
– Integrated into the game flow
• Rewarded Video Ads
– Easily accessable
• Banners (?)
– Depends on your game, audience, aim
– If yes, do it from start on
Balancing & Game-Economy
Q & A
Balancing & Game-Economy
julian.h@mobile-monsters.com

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Building a GooglePlay Business from Scatch

  • 1. Building a GooglePlay App Business from Scratch
  • 2. 2 The Company Education: Game Design & 3D Art, Games Academy www. ABM-Game.com Work: Game Design & 3D Art, northworks Software Head of Publisher Relations, Balao/GratisPay Producer, Bigpoint Sr. Product Manager, MondiaMedia
  • 3. Who we are • Age: 3 • Games: 2 • Small budget • Low UA spend • Live: March 2013 • 1,01 mio installs (6 versions) • Platforms: • Languages:
  • 4. 4 The Company • Built a mobile social games incubator • Focus on a pragmatic approach, no film business! Minimize production costs & user acquisition costs Address a broad audience Encourage socializing Increase monetization The Monster Vision
  • 5. Products • Live: March 2013 • >1 mio installs • Platforms: • Languages:
  • 6. Art Style LOOK & FEEL Products
  • 7. Art Style In-Game Products Level 1 Level 30 Level 40 „Cabine“ „Guard Tower“ „Watch Tower“ „Chapel“
  • 8. Mobile: Market & Business
  • 9. Market Go Mobile • Android: 1.3 m vs. iOS: 515k device activations/day • 65% US citizens own a smartphone (44% in 2011) • US spend 34hrs/month using mobile apps or browsing the mobile web • Worldwide spending on mobile game- apps tripled in 2013 to 16 billion-USD • 79% revenues on iOS and GooglePlay  free2play
  • 10. 10 Business Model Free-to-Play • Customization/Vanity-Items (Rooms, pets, cloth, …) • Advantages (Bigger cannons, better ships,…) • Features (Instant action, comfort …) • Probabilities (Drop rates, safety …) Everything that has a need!
  • 11. 11 Business Model Social Needs & Bragging Rights (unique, individual, rich$ …) Drive to Collect (I want it all!) Advantages (bigger, better, faster, stronger …) Instinct to Play (Let‘s have fun!) Improved Experience (Winning is fun!) Also see: Maslow‘s hierarchy of needs and the concept of flow Rewards (Success, acceptance, recognition …) Balance! How to create a need (Bragging Approach)
  • 12. 12 Business Model • Faster development ! (MM: 6-8 month = 1 game) • Cross-platform with Unity or Xamarin etc. • Deep insides & understanding (KPIs) • Great game = great chance (Google & Apple push) • Entrepreneurial ground = more control with selfpublishing Upsides Free-to-Play & Mobile
  • 13. 13 Business Model • Key factors of success for a mobile free to play game Free-to-Play Operations quickly lead to another product
  • 14. 14 Production Keys Vision & scope Target audience Product & quality Monetization & tracking (BI) Productions costs User acquisition costs the unkown Operations
  • 16. Now that you’re mobile … • Device fragmentation • SDK Terror • Small screen confusion • Ratings & Comments = Costumer is King • Forums on mobile ? • Users jump ship fast • Lifetime-value lower • Shares + Tax = ~40% + Partner Shares • Lower ARPPU Vs. high UA 15$ vs. 2-3$ (and up…) = First week cash out (depends on game)
  • 17. Synced a Problem? • If you have one, you have one for real – GP: 6-24 hours (max. 48+) – AZ & iOS: review 1-2 w. (sometimes even more) – Partners? (QA comes on top) • How do you know you have one? – User feedback takes way longer – Users rather quit than ask The Channel Landscape
  • 19. We … Building a Business … but we are still waiting for that feature!
  • 20. Solving (some) Problems • GP first  then rollout – sync as you go – Beta & %-rollout (c.mass) – Basic analytics • User Feedback – Comments live n‘ … – … direct comm. back • Store test & optimize – Names / Promo Header / Text / Icons / Screenshots – For every country Free users for everyone ! … as long as you … Building a Business
  • 21. Have a plan! • Tracking • Art works & Icons • Costumer care • Localization • Update Schedule • Event Schedule • Content, content, content … Building a Business
  • 22. Icons, Art Works, Store Texts Building a Business
  • 23. Costumer Care • Give a good feeling – TAT is key ! – Answer every request – Comment-back on comments • Use tools & macros • Find communication channels • Always have a solutions (ACP) – Even if it means giving “cash” Building a Business
  • 24. Tracking • KPI Introduction – Installs/Downloads vs. MAU & DAU – ARPPU & ARPI vs. CPI – Reg2Pay & MAU2Pay – Rolling Retention: Day1|Day7|Day30 – If possible: Ingame-Economy Analysis • Tools (discrepancies) Flurry | Game Analytics | MAT | Adjust iOS | AppAnnie | Selftracking Building a Business
  • 25. Ranking & Updates vs. Or: “why all store rankings are broken”
  • 26. Ranking Bullshit (Burst) „[insertgamename] is #1 in 100.000 countries on 5 different planets and its all thanks to … ah, the … product!” Ranking & Updates • Ranking can be bought • Only top grossing counts • Staying in the ranking is the hard part • At least on GP it’s harder to manipulate + effect lasts 150k 3-6k 7-12 days ~250k
  • 27. Burst works • If you have the right game – ARPPU & ARPI – Reg2Pay & MAU2Pay – Rolling retention – K-Faktor Ranking & Updates
  • 28. Burst UA-Mix $ Offer Based Payment (Fyber) $$ Daily App Adv. Services (AppTurbo; AppGratis) $$$ Chartboost – barta deal platform $$$$ facebook – self vs. agencies $Free: K-Faktor (get players to get their friends) ?-$ “Grey-area” services (bot-networks & exploits) Ranking & Updates
  • 29. Slow Growth • Free installs: The Google Radar – 200-300 free installs/day = normal – Day/2k< possible Ranking & Updates
  • 30. Learnings Kingdoms & Monsters • Don’t sync too much!  Patch Day • GP Radar & Active/Retention are connected Installs / Day Retention & New-User Boost Stable Up & Down Turning Point Killer DAU Growth Ranking & Updates
  • 32. How Events Work • Drive engagement & retention (Activity- /Login Rate) • Can be – Refreshing & new – Easy & entertaining – Hard & rewarding • Rewards – Type & amount = important Event Schedule Result: users buy X and immediately reuse it, event engages to come back X Z Y
  • 33. Google loves Events Event & Update Schedule • Plan event-schedule ahead – QA & review time New Users 1 2 3 4
  • 34. Users love Events Event & Update Schedule 1# Event 2# EventDAU 3# Event 4# Event Revenues: Winter Event +33% | Easter Event +21%
  • 36. Pre update Very high retention No money Target Group Result * Rebalancing * More complexity * Increase difficulty Post update (2-3 m.) Retention -20% Revenue +400% Target Group • Target group analysis • Fast iteration cycles • F2P: Fair(?) vs. profitable • “Jugendschutz” (COPA, GF judgment etc.) Balancing & Game-Economy
  • 37. Soft Payment Break • Clash of Clans (mid game) – Saving gold vs. storage & upgrade vs. getting attacked – Builder no.3 for crystals  Slow down = progression break • Candy Crush (early/mid game) – Lives are limited  Flow interruption = gameplay break Balancing & Game-Economy
  • 38. Retention, Retention, Retention • Very low entrance barrier – At least 1 hour straight through playing – K&M = for days no real break (risky) • User guidance – Tutorial! – Many non-gamer – Explain everything – Make the game easy • New stuff every other session – Themeparks (story events) Balancing & Game-Economy
  • 39. Advertisement • Offer Based Payment – Integrated into the game flow • Rewarded Video Ads – Easily accessable • Banners (?) – Depends on your game, audience, aim – If yes, do it from start on Balancing & Game-Economy
  • 40. Q & A Balancing & Game-Economy julian.h@mobile-monsters.com