tim wicksteed @ twicecircled
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Making…. Tim Wicksteed @ twicecircled. 29/08/13. The Checklist. We need to think about the following: Idea Platform/Tools/Market Development Testing Monetisation Launch. 1. Idea. Mechanics Story Aesthetics Technology. “… Be a pretentious creative not a corporate handle turner.” - PowerPoint PPT PresentationTRANSCRIPT
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Tim Wicksteed@twicecircled
29/08/13
Making…
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The Checklist
We need to think about the following:1. Idea2. Platform/Tools/Market3. Development4. Testing5. Monetisation6. Launch
29/08/2013
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1. Idea
• Mechanics• Story• Aesthetics• Technology
29/08/2013
“… Be a pretentious creative not a corporate handle turner.”- Tim Wicksteed 2013
#bapcnacht
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2. Platform/Tools/Market
• Match to your game idea… I didn’t• Java/Android– Large and growing– Development was easy– Not cross platform– Difficult to port– Difficult user base
• Build own engine/use someone else’s?• Next game? Unity/PC probably…
29/08/2013
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3. Development
• Fixed deadlines – flexible scope• Endless or level based• Multi-player considerations
29/08/2013
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4. Testing
• Minimum viable product• Welcome critical feedback• …but the user’s not always right• Use to build fanbase/promote early• Dev diaries
29/08/2013
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5. Monetisation
• Ionage is F2P:–Seems right for Android–It’s about your user, not you–Maximum exposure–Doesn’t have to be ‘evil’–Probably needs social mechanics–Waste time on free users
29/08/2013
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6. Launch
• Big gaming news sites• Smaller review sites• Gaming podcasts• Write articles• Get others to write articles• Reddit
29/08/2013
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Numbers 26/08/13 (1 month after launch):• Downloads – 8500• Total revenue – £458• Per day – ~£15• Conversion rate – 2.3% (3.7% in UK*)• ARPU – 5p• Engagement – ~10% current users play each day• User reviews – 87% gave 5*• Critical reviews – generally positive, 4*
Conclusion/Numbers
29/08/2013
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References
• The Art of Game Design by Jesse Schell• Getting Real by 37 Signals
29/08/2013