Playdemic GIAF 4 presentation - Divided Loyalties

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Information about Playdemic GIAF 4 presentation - Divided Loyalties

Published on February 20, 2014

Author: gamesanalytics



Paul Gouge, Playdemic, talks us through the challenges of developing and running cross-platform social games in this presentation from the 4th Games Industry Analytics Forum.

Divided Loyalties: Developing and Running Cross-Platform Social Games Paul Gouge CEO - Playdemic

Jan 2010 A Short History of Playdemic Company founded July 2010 May 2011 500k+ DAU & $1m+ a month Nov 2012 April 2013 1m+ DAU & $2m+ a month July 2013 65 staff Dec 2013 Jan 2014 Top 50 Grossing UK

But… …its Hard!

So, why Cross-Platform? Increase in DAU Increase in Retention Increase in Monetisation

The Problem

The Problem Established FB Canvas Game iOS/Android Tablet Target Platform

The Challenges • • • • • • • • • Game already live Development environment Persisting worlds across platforms Accommodating FB & Non-FB Users Analytics A/B Testing UI & UX Considerations Up-scaling graphics Synching X-platform releases

Game Already Live What do these games have in common? •This is gaming as a service •Engaged users consume content very quickly… •…leading to a weekly release cadence •Development trying to hit a moving target

Development Environment ideasengine advantages… •Our own proprietary software •Proven multiplatform environment •High level of internal expertise •Core game up and running very quickly •Ability to optimise performance

Persisting Worlds & Accommodating FB & Non-FB Users • How do we identify users? • Facebook Start Now flow • Assigning a unique PD ID • Encourage user to log in using Facebook • Link user accounts using FB ID • X-platform play now possible


A/B Testing • A/B Testing is a vital ingredient in creating a successful game • Allows fine tuning of the game based on empirical evidence • Challenging to test and iterate on iOS platform • X-platform = A/B testing to canvas audience possible

UI & UX Considerations • We’ve all played tablet games that feel like ports of PC games • Village Life was designed as a mouse driven game • Essential to make games feel native to touchscreen • Get really detailed with every screen and every button • It’s not all about pinch to zoom and swipe to move!

Up-scaling Graphics

Up-scaling Graphics

Synching Xplatform releases • Planning • Process • Timing

The Result…

Thank you

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