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Christopher Parschat
  Lead Product Manager
In
October
 2010…
What’s
 next    ?
Our
prototype
Game Concept
Historical Timeline

2010                             2011                   2012
 Oct       Nov-Feb      Mar        Jun-Nov      Dec       Jan-Mar




Concept   Development   Launch   Development   Launch   Optimization
Historical Timeline

2010                            2011                    2012
                        March
 Oct       Nov-Feb                Jun-Nov       Dec       Jan-Mar




Concept   Development            Development   Launch   Optimization



                                  Launch
Daily Active Users
           1.5
                             In May,
                           1mio daily
                           active users
           1.0
millions




           0.5


                        Released in
                           March
           0.0
             14-Mar   29-Mar   13-Apr   28-Apr   13-May
Historical Timeline

2010                              2011                 2012
 Oct        Nov-Feb      March      Jun-Nov    Dec       Jan-Mar




Concept    Development   Launch               Launch   Optimization


          Development
            for iOS
Why?


●  Successful   game
●  Made   for touch
●  Optimize   for few devices
●  Seamless   payment flows
One     •  Top 10 grossing

 year
           game in 34 countries
         •  >20mn downloads
later…   •  4.5 rating
5 Key Learnings
1. Native Feel Redesign UI
1. Native Feel Redesign UI
1. Native Feel Redesign UI
1. Native Feel First Test
1. Native Feel Tweaking



                      ●    Timing
                      ●    Scoring
                      ●    Balancing
                      ●    Number of gems
1. Native Feel Redesign UI
1.   2.Accessibility   First loading screens




                  Argh, when
                  can I play?
1.   2.Accessibility   Quick Access

                                       Play after
                                      just 1 click!
1.    2.Accessibility   Funnel Tracking

     Users entering Tutorial       100%
              Start Game 1
                End Game 1
              Start Game 2
                End Game 2
                          …
           Tutorial Finished        x%
1.   2.Accessibility   Tutorial
1.   2.Accessibility   Tutorial



                           ●    Just-in-time
                                information

                           ●    Pacing of new features
1.   2.
          3.Social




                     Facebook Connect
Player sends request to friend
Friend receives request
Monetization


8x
Logged in players
are 8x more likely
to spend money
Activity



2x
Logged in players
play twice as long
Virality



1.9mio
1.9mio visitors
come each month
from Facebook
1.   2.
          3.Social       Why FB connect?
                                         
                                         
                                         
                                             64%
                                         
                                         




                  8x           2x                   1.9 mio
               Monetization   Activity              Visitors per month
1.   2.
          3.Social   Challenges


                         ●  Networking

                         ●  Login   rate
1.   2.
          3.Social   Improving Login Rate
1.   2.
          3.Social   Challenges


                         ●  Networking

                         ●  Login   rate
                         ●  Keep    up with flash
                         version
                         ●  Score   balancing
1.   2.
          3.Social   Score balancing
1.   2.
          3.Social   Score balancing
1.   2.   3.
               4. iPad   Redesign UI
1.   2.   3.
               4. iPad   Redesign UI
1.   2.   3.
               4. iPad   Redesign UI
1.   2.   3.
               4. iPad   Redesign UI
1.   2.   3.
               4. iPad   Build Limit




     >20mb
1.   2.   3.
               4. iPad   Build Limit




                         20mb
1.   2.   3.
               4. iPad   Re-use Assets
1.   2.   3.   4.
                    5.Post-Launch
                      Treatment

     Daily Active Users




               Dec 2011             Mar 2012   Jul 2012
1.   2.   3.   4.
                    5.Post-Launch
                      Treatment



                                       1 update per month
                               •  Magic Powers        •  Color Splash
                               •  Better networking   •  Better balancing
                               •  iPad (retina)       •  Deeper FB integration

 Pre-Launch           Launch   Post-Launch
1.   2.   3.   4.
                    5.Post-Launch
                      Treatment

      Bookings                          Color
                                        Splash

                    Magic
                    Powers




      Dec 2011               Mar 2012      May 2012   Jul 2012
5 Key Learnings




1. Native Feel               2. Accessibility                     3. Social




                                                 Pre-    Launch       Post-
                                                Launch               Launch




                 4. iPad                   5. Post-Launch Treatment
Today…
What’s
 next    ?
2010   2011
              ?
              …
              2012
wooga.com/jobs
Christopher Paschat
  Lead Product Manager
    twitter.com/curisu




  Any
questions                ?

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Diamond Dash iOS - Post Mortem_GDC Europe 2012

  • 1. Christopher Parschat Lead Product Manager
  • 4.
  • 5.
  • 6.
  • 7.
  • 9.
  • 10.
  • 11.
  • 13. Historical Timeline 2010 2011 2012 Oct Nov-Feb Mar Jun-Nov Dec Jan-Mar Concept Development Launch Development Launch Optimization
  • 14. Historical Timeline 2010 2011 2012 March Oct Nov-Feb Jun-Nov Dec Jan-Mar Concept Development Development Launch Optimization Launch
  • 15. Daily Active Users 1.5 In May, 1mio daily active users 1.0 millions 0.5 Released in March 0.0 14-Mar 29-Mar 13-Apr 28-Apr 13-May
  • 16.
  • 17.
  • 18. Historical Timeline 2010 2011 2012 Oct Nov-Feb March Jun-Nov Dec Jan-Mar Concept Development Launch Launch Optimization Development for iOS
  • 19. Why? ●  Successful game ●  Made for touch ●  Optimize for few devices ●  Seamless payment flows
  • 20. One •  Top 10 grossing year game in 34 countries •  >20mn downloads later… •  4.5 rating
  • 22. 1. Native Feel Redesign UI
  • 23. 1. Native Feel Redesign UI
  • 24. 1. Native Feel Redesign UI
  • 25. 1. Native Feel First Test
  • 26. 1. Native Feel Tweaking ●  Timing ●  Scoring ●  Balancing ●  Number of gems
  • 27. 1. Native Feel Redesign UI
  • 28. 1. 2.Accessibility First loading screens Argh, when can I play?
  • 29. 1. 2.Accessibility Quick Access Play after just 1 click!
  • 30. 1. 2.Accessibility Funnel Tracking Users entering Tutorial 100% Start Game 1 End Game 1 Start Game 2 End Game 2 … Tutorial Finished x%
  • 31. 1. 2.Accessibility Tutorial
  • 32. 1. 2.Accessibility Tutorial ●  Just-in-time information ●  Pacing of new features
  • 33. 1. 2. 3.Social Facebook Connect
  • 34. Player sends request to friend
  • 36.
  • 37.
  • 38.
  • 39.
  • 40. Monetization 8x Logged in players are 8x more likely to spend money
  • 43. 1. 2. 3.Social Why FB connect? 64% 8x 2x 1.9 mio Monetization Activity Visitors per month
  • 44. 1. 2. 3.Social Challenges ●  Networking ●  Login rate
  • 45. 1. 2. 3.Social Improving Login Rate
  • 46. 1. 2. 3.Social Challenges ●  Networking ●  Login rate ●  Keep up with flash version ●  Score balancing
  • 47. 1. 2. 3.Social Score balancing
  • 48. 1. 2. 3.Social Score balancing
  • 49. 1. 2. 3. 4. iPad Redesign UI
  • 50. 1. 2. 3. 4. iPad Redesign UI
  • 51. 1. 2. 3. 4. iPad Redesign UI
  • 52. 1. 2. 3. 4. iPad Redesign UI
  • 53. 1. 2. 3. 4. iPad Build Limit >20mb
  • 54. 1. 2. 3. 4. iPad Build Limit 20mb
  • 55. 1. 2. 3. 4. iPad Re-use Assets
  • 56. 1. 2. 3. 4. 5.Post-Launch Treatment Daily Active Users Dec 2011 Mar 2012 Jul 2012
  • 57. 1. 2. 3. 4. 5.Post-Launch Treatment 1 update per month •  Magic Powers •  Color Splash •  Better networking •  Better balancing •  iPad (retina) •  Deeper FB integration Pre-Launch Launch Post-Launch
  • 58. 1. 2. 3. 4. 5.Post-Launch Treatment Bookings Color Splash Magic Powers Dec 2011 Mar 2012 May 2012 Jul 2012
  • 59. 5 Key Learnings 1. Native Feel 2. Accessibility 3. Social Pre- Launch Post- Launch Launch 4. iPad 5. Post-Launch Treatment
  • 61.
  • 63. 2010 2011 ? … 2012
  • 65. Christopher Paschat Lead Product Manager twitter.com/curisu Any questions ?