Diamond Dash iOS - Post Mortem_GDC Europe 2012

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Christopher Parschat Lead Product Manager

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Transcript of Diamond Dash iOS - Post Mortem_GDC Europe 2012

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Christopher Parschat Lead Product Manager

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In October 2010…

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? What’s next

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Our prototype

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Game Concept

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Oct Dec Jan-Mar

Historical Timeline

Jun-Nov Nov-Feb

Development

Mar

Concept Launch Development Launch Optimization

2010 2011 2012

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Oct Dec Jan-Mar

Historical Timeline

Jun-Nov Nov-Feb

Development

March

Concept

Launch

Development Launch Optimization

2010 2011 2012

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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

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Oct Dec Jan-Mar

Historical Timeline

Jun-Nov Nov-Feb

Development

March

Concept

Development for iOS

Launch Optimization

2010 2011 2012

Launch

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●  Successful game

●  Made for touch

●  Optimize for few devices

●  Seamless payment flows

Why?

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•  Top 10 grossing

game in 34 countries

•  >20mn downloads

•  4.5 rating

One year

later…

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5 Key Learnings

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1. Native Feel Redesign UI

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1. Native Feel Redesign UI

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1. Native Feel Redesign UI

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1. Native Feel First Test

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●  Timing

●  Scoring

●  Balancing

●  Number of gems

Tweaking 1. Native Feel

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1. Native Feel Redesign UI

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1. 2.Accessibility First loading screens

Argh, when can I play?

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Quick Access

Play after just 1 click!

1. 2.Accessibility

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Funnel Tracking 1. 2.Accessibility

Users entering Tutorial Start Game 1

End Game 1 Start Game 2

End Game 2 …

Tutorial Finished

100%

x%

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Tutorial 1. 2.Accessibility

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Tutorial 1. 2.Accessibility

●  Just-in-time

information

●  Pacing of new features

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1. 2. 3.Social

Facebook Connect

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Player sends request to friend

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Friend receives request

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

Monetization

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2x Logged in players play twice as long

Activity

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1.9mio 1.9mio visitors come each month from Facebook

Virality

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1. 2. 3.Social Why FB connect?

8x Monetization

2x Activity

1.9 mio Visitors per month

64%

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●  Networking

●  Login rate

Challenges 1. 2. 3.Social

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Improving Login Rate 1. 2. 3.Social

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●  Networking

●  Login rate

●  Keep up with flash version

●  Score balancing

Challenges 1. 2. 3.Social

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Score balancing 1. 2. 3.Social

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Score balancing 1. 2. 3.Social

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1. 2. 3. 4. iPad Redesign UI

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1. 2. 3. 4. iPad Redesign UI

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1. 2. 3. 4. iPad Redesign UI

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1. 2. 3. 4. iPad Redesign UI

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1. 2. 3. 4. iPad Build Limit

>20mb

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1. 2. 3. 4. iPad Build Limit

20mb

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1. 2. 3. 4. iPad Re-use Assets

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

Treatment

Daily Active Users

Dec 2011 Jul 2012 Mar 2012

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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

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

Treatment

Bookings

Dec 2011 Jul 2012 Mar 2012

Color Splash

Magic Powers

May 2012

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1. Native Feel 2. Accessibility 3. Social

4. iPad 5. Post-Launch Treatment

Pre-Launch

Post-Launch

Launch

5 Key Learnings

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Today…

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? What’s next

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…? 2010 2012 2011

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wooga.com/jobs

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Any questions ? Christopher Paschat

Lead Product Manager twitter.com/curisu