Diamond Dash iOS - Post Mortem_GDC Europe 2012

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Transcript of Diamond Dash iOS - Post Mortem_GDC Europe 2012

Christopher Parschat Lead Product Manager

In October 2010…

? What’s next

Our prototype

Game Concept

Oct Dec Jan-Mar

Historical Timeline

Jun-Nov Nov-Feb

Development

Mar

Concept Launch Development Launch Optimization

2010 2011 2012

Oct Dec Jan-Mar

Historical Timeline

Jun-Nov Nov-Feb

Development

March

Concept

Launch

Development Launch Optimization

2010 2011 2012

0.0

0.5

1.0

1.5

14-Mar 29-Mar 13-Apr 28-Apr 13-May

Released in March

mill

ion

s In May,

1mio daily active users

Daily Active Users

Oct Dec Jan-Mar

Historical Timeline

Jun-Nov Nov-Feb

Development

March

Concept

Development for iOS

Launch Optimization

2010 2011 2012

Launch

●  Successful game

●  Made for touch

●  Optimize for few devices

●  Seamless payment flows

Why?

•  Top 10 grossing

game in 34 countries

•  >20mn downloads

•  4.5 rating

One year

later…

5 Key Learnings

1. Native Feel Redesign UI

1. Native Feel Redesign UI

1. Native Feel Redesign UI

1. Native Feel First Test

●  Timing

●  Scoring

●  Balancing

●  Number of gems

Tweaking 1. Native Feel

1. Native Feel Redesign UI

1. 2.Accessibility First loading screens

Argh, when can I play?

Quick Access

Play after just 1 click!

1. 2.Accessibility

Funnel Tracking 1. 2.Accessibility

Users entering Tutorial Start Game 1

End Game 1 Start Game 2

End Game 2 …

Tutorial Finished

100%

x%

Tutorial 1. 2.Accessibility

Tutorial 1. 2.Accessibility

●  Just-in-time

information

●  Pacing of new features

1. 2. 3.Social

Facebook Connect

Player sends request to friend

Friend receives request

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

Monetization

2x Logged in players play twice as long

Activity

1.9mio 1.9mio visitors come each month from Facebook

Virality

1. 2. 3.Social Why FB connect?

8x Monetization

2x Activity

1.9 mio Visitors per month

64%

●  Networking

●  Login rate

Challenges 1. 2. 3.Social

Improving Login Rate 1. 2. 3.Social

●  Networking

●  Login rate

●  Keep up with flash version

●  Score balancing

Challenges 1. 2. 3.Social

Score balancing 1. 2. 3.Social

Score balancing 1. 2. 3.Social

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 Jul 2012 Mar 2012

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

Treatment

1 update per month

Pre-Launch Post-Launch

•  Magic Powers •  Better networking •  iPad (retina)

•  Color Splash •  Better balancing •  Deeper FB integration

Launch

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

Treatment

Bookings

Dec 2011 Jul 2012 Mar 2012

Color Splash

Magic Powers

May 2012

1. Native Feel 2. Accessibility 3. Social

4. iPad 5. Post-Launch Treatment

Pre-Launch

Post-Launch

Launch

5 Key Learnings

Today…

? What’s next

…? 2010 2012 2011

wooga.com/jobs

Any questions ? Christopher Paschat

Lead Product Manager twitter.com/curisu