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Growing	
  “out”	
  of	
  Europe	
  
      -­‐Postmortem	
  of	
  3	
  years	
  Wooga-­‐
                                                 	
  
                             	
  

Jens	
  Begemann	
  (Founder	
  &	
  CEO)	
  
50	
  million	
  ac:ve	
  users,	
  70%	
  female	
  (age	
  20-­‐60)	
  
Team	
  of	
  160	
  from	
  >25	
  na:ons,	
  in	
  Berlin	
  	
  
Million	
     50	
  

              45	
  

              40	
  

              35	
  

              30	
  

              25	
  

              20	
  

              15	
  

              10	
  

                5	
  

                0	
  
                        Jul	
      Oct	
     Jan	
     Apr	
        Jul	
     Oct	
     Jan	
     Apr	
     Jul	
       Oct	
     Jan	
  
                        2009	
                                   2010	
                                      2011	
  
2008	
  
Vision:	
  
       	
  	
  


Games	
  for	
  
everyone	
  
Typical	
  cliché	
  gamers	
  
We	
  start	
  playing	
  as	
  kids	
  
And	
  con:nue	
  playing	
  our	
  whole	
  life	
  
But	
  computer	
  games	
  are	
  quite	
  male	
  
and	
  young	
  (or	
  do	
  you	
  believe	
  this	
  is	
  real?)	
  
They	
  don’t	
  play	
  computer	
  games	
  
She	
  doesn’t	
  play	
  tradi:onal	
  games	
  
7
	
  key	
  learning	
  to	
  share	
  
2009	
  
Brain	
  
Buddies	
  
Started	
  with	
  paper	
  drawing…	
  
…and	
  simple	
  prototypes	
  
Final	
  Mini-­‐Game	
  –	
  it’s	
  only	
  great	
  because	
  of	
  all	
  the	
  detail	
  	
  
User	
  tes:ng	
  
  Every	
  week/	
  2	
  people	
  	
  
  -­‐	
  Tons	
  of	
  insights	
  leading	
  to	
  detailed	
  changes	
  
1st	
  Learning:	
  
         	
  
DEDICATION	
  	
  
 TO	
  DETAIL	
  
Ini:al	
  plan:	
  only	
  address	
  social	
  networks	
  as	
  2	
  years	
  behind	
  Zynga,	
  
Playdom	
  &	
  Playfish	
  
      Local	
  Social	
  Networks	
                                       Facebook	
  



                                                      VS.	
  
…then	
  applied	
  Frank	
  Sinatra	
  strategy:	
  


“If	
  we	
  can	
  make	
  it	
  
there,	
  we’ll	
  make	
  it	
  
anywhere”	
  	
  
	
  
à	
  Focusing	
  fully	
  on	
  
Facebook	
  
July	
  2009:	
  	
  
Brain	
  Buddies	
  Launch	
  @FB	
  
We	
  tracked	
  user	
  growth	
  on	
  the	
  the	
  wall:	
  	
  
Every	
  Morning	
  upda:ng…	
  
…	
  in	
  4	
  months	
  we	
  ran	
  out	
  of	
  wall	
  
6	
  
Millions	
  



               5	
  


               4	
  


               3	
  
                                     2nd	
  Learning:	
   A	
  
                                                   Series	
  
                                              	
  
                                 FOCUS	
  ON	
  ONE	
  THING	
  
               2	
  


               1	
  


               0	
  
                       Jul	
           Aug	
     Sep	
       Oct	
     Nov	
     Dec	
     Jan	
  
                                                           2009	
  
2010	
  
6	
  
Million	
  



              5	
  


              4	
  


              3	
  


              2	
                           End	
  of	
  virality	
  as	
  
                                              we	
  know	
  it	
  
              1	
  


              0	
  
                      Jul	
       Oct	
                                       Jan	
  
                                2009	
  
14	
  
Million	
  



              12	
  


              10	
  


                8	
  


                6	
  


                4	
  


                2	
  


                0	
  
                        Jul	
         Oct	
     Jan	
     Apr	
       Jul	
     Oct	
  
                                  2009	
                            2010	
  
14	
  
Million	
  



              12	
  


              10	
  


                8	
  


                6	
  


                4	
  


                2	
                                             February	
  2010:	
  
                                                          Launch	
  Bubble	
  Island	
  
                0	
  
                        Jul	
         Oct	
     Jan	
      –	
  Adventure	
  MJul	
  
                                                                  Apr	
        ode	
       Oct	
  
                                  2009	
  
Engage	
  the	
  player	
  with	
  highly	
  polished	
  gameplay	
  &	
  racoon	
  reloads	
  
	
  
	
  
	
  
	
  
	
  
	
  
Million	
  
              14	
            Strong	
  growth,	
  because	
  of	
  focus	
  on	
  engagement,	
  not	
  
              12	
  
                              virality	
  

                                     3rd	
  Learning:	
  
              10	
  



                                               	
  
                8	
  




                                  ENGAGEMENT	
  IS	
  THE	
  
                6	
  


                4	
  
                                             KEY	
  
                2	
  


                0	
  
                        Jul	
            Oct	
        Jan	
        Apr	
           Jul	
      Oct	
  
                                     2009	
                             2010	
  
14	
  
Million	
  

                                                                    Farming	
  game	
  with	
  a	
  twist	
  
              12	
  


              10	
  


                8	
  


                6	
  


                4	
  


                2	
  


                0	
  
                        Jul	
         Oct	
     Jan	
     Apr	
               Jul	
         Oct	
  
                                  2009	
                                     2010	
  
Some	
  growth,	
  but	
  flahened	
  aier	
  4	
  months	
  
              14	
  
Million	
  



               We	
  con:nued	
  to	
  improve:	
  weekly	
  releases	
  
              12	
  


              10	
  


                8	
  


                6	
  


                4	
  


                2	
  


                0	
  
                        Jul	
         Oct	
     Jan	
     Apr	
      Jul	
     Oct	
  
                                  2009	
                            2010	
  
A/B	
  test:	
  Invite	
  BuZon	
  
	
  
	
  
                                      111	
  




                                      100	
  




                                      104	
  
Introduc[on	
  of	
  missions	
  
	
  
	
  
Garden	
  @	
  Launch	
     Garden	
  Today	
  
14	
  
Million	
  



              12	
  


              10	
  
                                    4th	
  Learning:	
  
                8	
  
                                             	
  
                                  DON’T	
  FOLLOW	
  THE	
  
                6	
  



                                       HIPPO*	
  
                4	
  


                2	
                                                       	
  
                                                (*Highest	
  Paid	
  Person’s	
  Opinion)	
  
                0	
  
                        Jul	
         Oct	
                     Jan	
                 Apr	
      Jul	
     Oct	
  
                                  2009	
                                                        2010	
  
14	
  
Million	
  



              12	
  


              10	
  


                8	
  


                6	
  


                4	
  


                2	
  
                                   Series	
  A	
  

                0	
  
                        Jul	
         Oct	
          Jan	
     Apr	
      Jul	
     Oct	
  
                                  2009	
                                 2010	
  
2011	
  
35	
  
Million	
  



              30	
  


              25	
  


              20	
  


              15	
  


              10	
  


                5	
  


                0	
  
                        Jul	
      Oct	
     Jan	
     Apr	
       Jul	
     Oct	
     Jan	
     Apr	
       Jul	
     Oct	
  
                                  2009	
                         2010	
                                    2011	
  
35	
  
Million	
  



              30	
  


              25	
  



                                                                                                                 2011:	
  
              20	
  


              15	
  
                                                                                                               Slow	
  start	
  
              10	
  


                5	
  


                0	
  
                        Jul	
      Oct	
     Jan	
     Apr	
       Jul	
     Oct	
     Jan	
     Apr	
       Jul	
     Oct	
  
                                  2009	
                         2010	
                                    2011	
  
We	
  were	
  working	
  on	
  a	
  new	
  game	
  with	
  a	
  cruise	
  ship	
  
theme…	
  
..	
  and	
  quickly	
  had	
  a	
  name	
  (trademark)	
  etc.	
  
Fast	
  prototyping,	
  e.g.	
  with	
  Lego	
  




                 Completely	
  in	
  love	
  and	
  thought	
  it	
  
                 would	
  become	
  a	
  big	
  hit!	
  
Issues	
  in	
  the	
  core	
  game	
  loop	
  
         Relaxing	
                         Work	
  @	
  a	
  ship	
  



                                 vs	
  
Issues	
  in	
  the	
  core	
  game	
  loop	
  
    Exploring	
  places	
                 Managing	
  a	
  ship	
  



                                 vs	
  
Adding	
  features	
  wont	
  fix	
  a	
  broken	
  core	
  game	
  loop	
  


                                         Feature2	
  
                 Feature1	
  



                        Core	
  game	
  loop	
  
35	
  
Million	
  



              30	
  


              25	
  
                                                        	
  
              20	
  
                                          5th	
  Learning:	
  
              15	
  
                                                   	
  
              10	
  
                                  GET	
  THE	
  BASICS	
  RIGHT	
  
                5	
  


                0	
  
                        Jul	
      Oct	
     Jan	
     Apr	
       Jul	
     Oct	
     Jan	
     Apr	
       Jul	
     Oct	
  
                                  2009	
                         2010	
                                    2011	
  
How	
  to	
  con:nue	
  to	
  grow	
  
MAU	
      TYPICAL	
  game	
  
          product	
  lifecycle	
  




                               Time	
  
MAU	
      DESIRED	
  game	
  
          product	
  lifecycle	
  




                               Time	
  
Million	
     12	
  

              10	
  

                8	
  

                6	
  

                4	
  

                2	
  

                0	
  
                Jan-­‐10	
   Apr-­‐10	
   Jul-­‐10	
     Oct-­‐10	
   Jan-­‐11	
   Apr-­‐11	
   Jul-­‐11	
     Oct-­‐11	
  
5%	
  

                        Paid	
  Ads	
  
40%	
  
                        Crosslinking	
  
              55%	
     Virality	
  
35	
  
Million	
  



              30	
  


              25	
  


              20	
  
                                      6th	
  Learning:	
  
              15	
  
                                               	
  
              10	
  
                                  SUSTAINABLE	
  GROWTH	
  
                5	
  


                0	
  
                        Jul	
      Oct	
     Jan	
     Apr	
       Jul	
     Oct	
     Jan	
     Apr	
       Jul	
     Oct	
  
                                  2009	
                         2010	
                                    2011	
  
35	
  
Million	
  



              30	
  


              25	
  


              20	
  

                                                                                                                  Series	
  B	
  
              15	
  


              10	
  


                5	
  

                                  Series	
  A	
  
                0	
  
                        Jul	
      Oct	
            Jan	
     Apr	
       Jul	
     Oct	
     Jan	
     Apr	
             Jul	
     Oct	
  
                                  2009	
                                2010	
                                         2011	
  
2012	
  
Million	
     50	
  

              45	
  

              40	
  

              35	
  

              30	
  

              25	
  

              20	
  

              15	
  

              10	
  

                5	
  

                0	
  
                        Jul	
      Oct	
     Jan	
     Apr	
        Jul	
     Oct	
     Jan	
     Apr	
     Jul	
       Oct	
     Jan	
  
                        2009	
                                   2010	
                                      2011	
  
Core	
  fanbase	
  wanted	
  to	
  have	
  it	
  –brought	
  us	
  to	
  the	
  top	
  posi:on	
  
Virality	
  cycle	
  +	
  Synchroniza:on	
  across	
  devices	
  
Development	
  in	
  the	
  smartphone	
  industry	
  



     Carriers	
           Pay/Download	
                 Single	
  




     App	
  Store	
         Freemium	
                   Social
                                                              	
  
Million	
     50	
  

              45	
  

              40	
  

              35	
  

              30	
                     7th	
  Learning:	
  
              25	
  

              20	
  
                                                 	
  
              15	
                 SOCIAL	
  MOBILE	
  IS	
  THE	
  
              10	
  

                5	
  
                                          FUTURE	
  
                0	
  
                        Jul	
      Oct	
     Jan	
     Apr	
        Jul	
     Oct	
     Jan	
     Apr	
     Jul	
       Oct	
     Jan	
  
                        2009	
                                   2010	
                                      2011	
  
50	
  
Million	
  

                                                                                                            7 SOCIAL	
  mobile	
  is	
  the	
  future	
  
              45	
  

              40	
  

              35	
  
                                                                                               6 SUSTAINABLE	
  growth	
  
              30	
  

              25	
  

              20	
                                               3 ENGAGEMENT	
  is	
  the	
  key	
  
                                                                                                                     5 Get	
  the	
  BASICS	
  right	
  
              15	
  
                        2 FOCUS	
  on	
  one	
  thing	
  
              10	
  

                5	
                                                                   4 Don’t	
  follow	
  the	
  HIPPO	
  
                0	
  
          1 Jul	
  
            Dedica:on	
  to	
  DETAIL	
  
                       Oct	
      Jan	
                Apr	
         Jul	
       Oct	
         Jan	
       Apr	
         Jul	
        Oct	
         Jan	
  
                 2009	
                                             2010	
                                             2011	
  
Want	
  to	
  be	
  part	
  of	
  this?	
  
Career	
  booth	
  #1726	
  
@Moscone	
  West	
  
Jens	
  Begemann	
  
Founder	
  &	
  CEO	
  Wooga	
  
              	
  
 TwiZer:	
  @begemann	
  
              	
  
   wooga.com/jobs	
  
  GDC	
  booth	
  #1726	
  

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Growing “out” of Europe: Wooga Postmortem (GDC 2012)

  • 1. Growing  “out”  of  Europe   -­‐Postmortem  of  3  years  Wooga-­‐     Jens  Begemann  (Founder  &  CEO)  
  • 2. 50  million  ac:ve  users,  70%  female  (age  20-­‐60)  
  • 3. Team  of  160  from  >25  na:ons,  in  Berlin    
  • 4. Million   50   45   40   35   30   25   20   15   10   5   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   Jan   2009   2010   2011  
  • 6. Vision:       Games  for   everyone  
  • 8. We  start  playing  as  kids  
  • 9. And  con:nue  playing  our  whole  life  
  • 10. But  computer  games  are  quite  male  
  • 11. and  young  (or  do  you  believe  this  is  real?)  
  • 12.
  • 13. They  don’t  play  computer  games  
  • 14. She  doesn’t  play  tradi:onal  games  
  • 15. 7  key  learning  to  share  
  • 16.
  • 19. Started  with  paper  drawing…  
  • 21. Final  Mini-­‐Game  –  it’s  only  great  because  of  all  the  detail    
  • 22. User  tes:ng   Every  week/  2  people     -­‐  Tons  of  insights  leading  to  detailed  changes  
  • 23. 1st  Learning:     DEDICATION     TO  DETAIL  
  • 24. Ini:al  plan:  only  address  social  networks  as  2  years  behind  Zynga,   Playdom  &  Playfish   Local  Social  Networks   Facebook   VS.  
  • 25. …then  applied  Frank  Sinatra  strategy:   “If  we  can  make  it   there,  we’ll  make  it   anywhere”       à  Focusing  fully  on   Facebook  
  • 26. July  2009:     Brain  Buddies  Launch  @FB  
  • 27. We  tracked  user  growth  on  the  the  wall:    
  • 29. …  in  4  months  we  ran  out  of  wall  
  • 30. 6   Millions   5   4   3   2nd  Learning:   A   Series     FOCUS  ON  ONE  THING   2   1   0   Jul   Aug   Sep   Oct   Nov   Dec   Jan   2009  
  • 32. 6   Million   5   4   3   2   End  of  virality  as   we  know  it   1   0   Jul   Oct   Jan   2009  
  • 33. 14   Million   12   10   8   6   4   2   0   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010  
  • 34.
  • 35. 14   Million   12   10   8   6   4   2   February  2010:   Launch  Bubble  Island   0   Jul   Oct   Jan   –  Adventure  MJul   Apr   ode   Oct   2009  
  • 36. Engage  the  player  with  highly  polished  gameplay  &  racoon  reloads              
  • 37. Million   14   Strong  growth,  because  of  focus  on  engagement,  not   12   virality   3rd  Learning:   10     8   ENGAGEMENT  IS  THE   6   4   KEY   2   0   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010  
  • 38.
  • 39. 14   Million   Farming  game  with  a  twist   12   10   8   6   4   2   0   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010  
  • 40. Some  growth,  but  flahened  aier  4  months   14   Million   We  con:nued  to  improve:  weekly  releases   12   10   8   6   4   2   0   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010  
  • 41. A/B  test:  Invite  BuZon       111   100   104  
  • 43. Garden  @  Launch   Garden  Today  
  • 44. 14   Million   12   10   4th  Learning:   8     DON’T  FOLLOW  THE   6   HIPPO*   4   2     (*Highest  Paid  Person’s  Opinion)   0   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010  
  • 45. 14   Million   12   10   8   6   4   2   Series  A   0   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010  
  • 47. 35   Million   30   25   20   15   10   5   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010   2011  
  • 48. 35   Million   30   25   2011:   20   15   Slow  start   10   5   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010   2011  
  • 49. We  were  working  on  a  new  game  with  a  cruise  ship   theme…  
  • 50. ..  and  quickly  had  a  name  (trademark)  etc.  
  • 51. Fast  prototyping,  e.g.  with  Lego   Completely  in  love  and  thought  it   would  become  a  big  hit!  
  • 52.
  • 53. Issues  in  the  core  game  loop   Relaxing   Work  @  a  ship   vs  
  • 54. Issues  in  the  core  game  loop   Exploring  places   Managing  a  ship   vs  
  • 55. Adding  features  wont  fix  a  broken  core  game  loop   Feature2   Feature1   Core  game  loop  
  • 56. 35   Million   30   25     20   5th  Learning:   15     10   GET  THE  BASICS  RIGHT   5   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010   2011  
  • 57. How  to  con:nue  to  grow  
  • 58. MAU   TYPICAL  game   product  lifecycle   Time  
  • 59. MAU   DESIRED  game   product  lifecycle   Time  
  • 60. Million   12   10   8   6   4   2   0   Jan-­‐10   Apr-­‐10   Jul-­‐10   Oct-­‐10   Jan-­‐11   Apr-­‐11   Jul-­‐11   Oct-­‐11  
  • 61. 5%   Paid  Ads   40%   Crosslinking   55%   Virality  
  • 62. 35   Million   30   25   20   6th  Learning:   15     10   SUSTAINABLE  GROWTH   5   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010   2011  
  • 63. 35   Million   30   25   20   Series  B   15   10   5   Series  A   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   2009   2010   2011  
  • 65. Million   50   45   40   35   30   25   20   15   10   5   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   Jan   2009   2010   2011  
  • 66.
  • 67. Core  fanbase  wanted  to  have  it  –brought  us  to  the  top  posi:on  
  • 68. Virality  cycle  +  Synchroniza:on  across  devices  
  • 69. Development  in  the  smartphone  industry   Carriers   Pay/Download   Single   App  Store   Freemium   Social  
  • 70. Million   50   45   40   35   30   7th  Learning:   25   20     15   SOCIAL  MOBILE  IS  THE   10   5   FUTURE   0   Jul   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   Jan   2009   2010   2011  
  • 71. 50   Million   7 SOCIAL  mobile  is  the  future   45   40   35   6 SUSTAINABLE  growth   30   25   20   3 ENGAGEMENT  is  the  key   5 Get  the  BASICS  right   15   2 FOCUS  on  one  thing   10   5   4 Don’t  follow  the  HIPPO   0   1 Jul   Dedica:on  to  DETAIL   Oct   Jan   Apr   Jul   Oct   Jan   Apr   Jul   Oct   Jan   2009   2010   2011  
  • 72.
  • 73. Want  to  be  part  of  this?  
  • 74. Career  booth  #1726   @Moscone  West  
  • 75. Jens  Begemann   Founder  &  CEO  Wooga     TwiZer:  @begemann     wooga.com/jobs   GDC  booth  #1726