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      Mobile	
  Downloadable	
  to	
  
       Mobile	
  Free-­‐to-­‐Play	
  
                              	
  
Julia	
  Palatovska,	
  Business	
  Development	
  Director	
  
                Alish	
  Yakubov,	
  Producer	
  
We	
  Publish	
  and	
  Develop	
  Free-­‐to-­‐play	
  &	
  Casual	
  Games	
  
Search	
  “g5”	
  to	
  find	
  our	
  games	
  




    We	
  focus	
  on	
  games	
  for	
  smartphones	
  and	
  tablets	
  
 More	
  distribu@on	
  channels	
  are	
  added	
  every	
  month	
  in	
  
                             2012	
  
Post-­‐PC	
  Era	
  is	
  beginning	
  




                Game	
  plaDorm	
  with	
  10	
  BILLION	
  install	
  base    	
  



  G5	
  is	
  already	
  making	
  90%+	
  revenue	
  from	
  mobile	
  &	
  tablets	
  	
  


Source:	
  The	
  Economist	
  Magazine	
  
About	
  G5	
  
—  2003:	
  First	
  mobile	
  game	
  on	
  Verizon	
  Wireless	
  in	
  USA	
  
—  2005-­‐08:	
  Developed	
  20+	
  games	
  for	
  EA,	
  Disney,	
  Konami…	
  
—  2006:	
  IPO	
  in	
  Stockholm	
  (G5EN.ST)	
  
—  2009:	
  Started	
  publishing	
  casual	
  games	
  on	
  iOS	
  
—  2011:	
  Android,	
  Free-­‐to-­‐play	
  games	
  
—  Doubling	
  annual	
  revenue	
  for	
  a	
  3rd	
  year	
  now	
  
—  Market	
  cap:	
  USD	
  50M	
  
—  Offices	
  in	
  Stockholm,	
  San	
  Francisco,	
  Moscow,	
  Kharkov	
  
—  120+	
  staff	
  
G5	
  -­‐	
  Publisher	
  
—  50	
  Million	
  Game	
  Downloads,	
  Millions	
  of	
  DAU	
  
—  Over	
  200	
  game	
  apps	
  in	
  porDolio,	
  cross-­‐selling	
  
—  Numerous	
  games	
  that	
  made	
  over	
  USD	
  1M	
  
—  One	
  game	
  a	
  week,	
  pipeline	
  for	
  a	
  year	
  ahead	
  
—  Millions	
  of	
  dollars	
  paid	
  to	
  developers	
  
—  Contracts	
  with	
  60	
  developers	
  and	
  new	
  great	
  studios	
  join	
  
   us	
  every	
  month	
  
G5	
  revenue	
  by	
  geography,	
  2011	
  

         Asia,              North
         ROW               America
         28%                33%
                 Europe
                  39%
Success	
  on	
  Android	
  
	
  
— 20	
  casual	
  games	
  released	
  
— Millions	
  of	
  US	
  dollars	
  in	
  revenue	
  
— Close	
  to	
  20	
  million	
  installs	
  
— Which	
  is	
  50	
  @mes	
  more	
  than	
  nearest	
  
  compe@tor	
  
Premium	
  Game	
  
	
  
	
  
—  Released	
  in	
  Sep	
  2010	
  
—  Premium	
  casual	
  game	
  
—  Casual	
  city	
  simulator	
  
—  Top	
  10	
  Grossing	
  Game	
  
    in	
  34	
  countries	
  
—  Millions	
  of	
  downloads	
  
—  Well	
  over	
  $1M	
  of	
  
    revenue	
  
Free-­‐to-­‐Play	
  Game	
  
	
  
	
  
—  Released	
  in	
  Sep-­‐Dec	
  
    2011	
  
—  Free-­‐to-­‐play	
  game	
  
—  Casual	
  city	
  simulator	
  
—  Top	
  10	
  Grossing	
  Game	
  
    in	
  86	
  countries	
  
—  $1M	
  revenue	
  and	
  first	
  
    million	
  downloads	
  in	
  a	
  
    couple	
  of	
  months	
  
Revenue:	
  Free-­‐to-­‐Play	
  vs	
  Premium	
  




                 1	
     2	
     3	
     4	
     5	
     6	
     7	
     8	
  
5	
  steps	
  to	
  convert	
  your	
  casual	
  sim	
  to	
  
free-­‐to-­‐play	
  game	
  

Step	
  1:	
  Create	
  a	
  Sand	
  Box	
  
Step	
  2:	
  Make	
  Game	
  Balance	
  More	
  Realis@c	
  
Step	
  3:	
  Make	
  it	
  Real-­‐Time	
  
Step	
  4:	
  Add	
  Mone@za@on	
  
Step	
  5:	
  Add	
  Some	
  Extra	
  Content	
  
	
  
On	
  each	
  step	
  you	
  have	
  a	
  playable	
  version	
  to	
  evaluate!	
  
Step	
  1:	
  Create	
  a	
  Sand	
  Box	
  
—  You	
  will	
  need	
  one	
  large	
  world	
  /	
  map	
  
—  Only	
  small	
  part	
  available	
  to	
  the	
  player	
  ini@ally	
  
—  The	
  user	
  needs	
  to	
  unlock	
  the	
  rest	
  of	
  the	
  map	
  


Goals:	
  
—  Create	
  a	
  persistent	
  world	
  with	
  some	
  “real	
  estate”	
  
—  Make	
  players	
  invest	
  @me	
  and	
  return	
  to	
  their	
  crea@on	
  
—  Engagement	
  loop:	
  the	
  more	
  you	
  play,	
  the	
  more	
  you	
  are	
  
    amached	
  to	
  what	
  you	
  have	
  built	
  
Step	
  1:	
  Create	
  a	
  Sand	
  Box	
  
Step	
  1:	
  Even	
  Bigger	
  Sand	
  Box	
  
Step	
  2:	
  Make	
  Game	
  Balance	
  More	
  
RealisOc	
  
—  Slow	
  down	
  construc@on	
  and	
  resource	
  produc@on	
  cycles	
  
—  Increase	
  prices	
  drama@cally	
  
	
  
Goals:	
  
—  Realis@c	
  is	
  good	
  –	
  people	
  know	
  what	
  to	
  expect	
  
—  10	
  hours	
  to	
  build	
  a	
  house	
  is	
  more	
  realis@c	
  than	
  10	
  seconds	
  
—  Saving	
  for	
  many	
  years	
  to	
  build	
  a	
  house	
  is	
  realis@c	
  
—  Paying	
  to	
  speed	
  things	
  up	
  makes	
  sense	
  
Step	
  2:	
  More	
  RealisOc	
  Game	
  Balance	
  
Step	
  3:	
  Make	
  It	
  Real-­‐Time	
  
	
  
—  On	
  launch,	
  recalculate	
  the	
  status	
  from	
  the	
  previous	
  @me	
  stamp	
  
—  Introduce	
  energy	
  to	
  limit	
  session	
  @me	
  


Goals:	
  
—  The	
  city	
  is	
  alive	
  even	
  when	
  a	
  player	
  is	
  away	
  
—  Make	
  players	
  want	
  to	
  return	
  to	
  see	
  the	
  progress	
  
—  Stretch	
  3-­‐hour	
  uninterrupted	
  “casual”	
  game	
  experience	
  into	
  1-­‐
    month	
  plus	
  short	
  session	
  experience	
  
—  More	
  @me	
  with	
  the	
  game	
  jus@fies	
  more	
  money	
  spent	
  
Step	
  3:	
  Make	
  It	
  Real-­‐Time	
  
Step	
  4:	
  MoneOzaOon	
  
—  Give	
  players	
  a	
  way	
  to	
  pay	
  to	
  overcome	
  natural	
  obstacles:	
  
     —  For	
  extra	
  energy	
  and	
  longer	
  sessions	
  
     —  To	
  speed	
  up	
  construc@on	
  
     —  To	
  unlock	
  new	
  content	
  ahead	
  of	
  @me	
  
     —  To	
  unlock	
  more	
  space	
  on	
  the	
  map	
  
     —  To	
  build	
  exclusive	
  buildings	
  


Goals:	
  
—  Those	
  who	
  want	
  to	
  play	
  free	
  need	
  to	
  be	
  able	
  to	
  play	
  for	
  free	
  
—  Those	
  who	
  want	
  to	
  have	
  extra	
  by	
  spending	
  money	
  can	
  do	
  it	
  
Step	
  4:	
  MoneOzaOon	
  
Step	
  4:	
  MoneOzaOon	
  
Step	
  4:	
  MoneOzaOon	
  
Step	
  5:	
  AddiOonal	
  Content	
  
—  Add	
  more	
  free	
  and	
  premium	
  (paid)	
  content	
  into	
  the	
  game	
  
—  Make	
  premium	
  content	
  awesome	
  


Goals:	
  
—  Give	
  your	
  exis@ng	
  fan	
  base	
  a	
  reason	
  to	
  check	
  this	
  game	
  out	
  
—  Give	
  all	
  players	
  a	
  reason	
  to	
  spend	
  money	
  
Step	
  5:	
  AddiOonal	
  Content	
  
Step	
  5:	
  AddiOonal	
  Content	
  
AUer	
  Step	
  5…	
  
—  You	
  have	
  a	
  working	
  and	
  playable	
  F2P	
  game	
  on	
  hands	
  
—  We	
  released	
  the	
  game	
  at	
  that	
  point	
  
—  But	
  it	
  took	
  us	
  a	
  number	
  of	
  updates	
  to	
  get	
  things	
  right	
  
—  Things	
  you	
  will	
  need	
  to	
  take	
  care	
  of:	
  
     —  Quests	
  
     —  Pricing	
  and	
  Special	
  Deals	
  
     —  Updates	
  
     —  Viral	
  Distribu@on	
  
     —  Social	
  Interac@ons	
  
     —  Customer	
  acquisi@on	
  
     —  User	
  Reten@on	
  
     —  Cross-­‐plaDorm	
  
What	
  G5	
  can	
  do	
  for	
  you	
  

—  We	
  can	
  share	
  our	
  experience	
  with	
  you	
  
—  Great	
  terms,	
  advances	
  
—  Cross-­‐plaDorm	
  Talisman	
  technology	
  
—  Cross-­‐plaDorm	
  QA	
  
—  Maximize	
  your	
  game	
  revenue	
  across	
  ALL	
  plaDorms	
  
—  Cross-­‐sell	
  with	
  G5	
  games	
  for	
  access	
  to	
  millions	
  of	
  users	
  
—  F2P	
  approach	
  can	
  be	
  applied	
  to	
  other	
  genres	
  as	
  well	
  
Your	
  Casual	
  Game	
  Can	
  Become	
  a	
  Free-­‐to-­‐Play	
  Hit!	
  

                                                      Virtual	
   City	
   Playground	
  
                                                      for	
  iPad	
  




CityVille	
  Hometown	
  iPad	
  
Join	
  the	
  mobile	
  revoluOon!	
  

Contact	
  me:	
  
Julia.palatovska	
  @	
  g5e.com	
  
	
  
Our	
  developer	
  rela@ons	
  team:	
  
developers	
  @	
  g5e.com	
  
	
  
	
  
	
  
www.g5e.com	
  
	
  

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"От мобильных скачиваемых игр к мобильным социалкам" Юлия Палатовская, директор по развитию бизнеса, G5

  • 1.           Mobile  Downloadable  to   Mobile  Free-­‐to-­‐Play     Julia  Palatovska,  Business  Development  Director   Alish  Yakubov,  Producer  
  • 2. We  Publish  and  Develop  Free-­‐to-­‐play  &  Casual  Games  
  • 3. Search  “g5”  to  find  our  games   We  focus  on  games  for  smartphones  and  tablets   More  distribu@on  channels  are  added  every  month  in   2012  
  • 4. Post-­‐PC  Era  is  beginning   Game  plaDorm  with  10  BILLION  install  base   G5  is  already  making  90%+  revenue  from  mobile  &  tablets     Source:  The  Economist  Magazine  
  • 5. About  G5   —  2003:  First  mobile  game  on  Verizon  Wireless  in  USA   —  2005-­‐08:  Developed  20+  games  for  EA,  Disney,  Konami…   —  2006:  IPO  in  Stockholm  (G5EN.ST)   —  2009:  Started  publishing  casual  games  on  iOS   —  2011:  Android,  Free-­‐to-­‐play  games   —  Doubling  annual  revenue  for  a  3rd  year  now   —  Market  cap:  USD  50M   —  Offices  in  Stockholm,  San  Francisco,  Moscow,  Kharkov   —  120+  staff  
  • 6. G5  -­‐  Publisher   —  50  Million  Game  Downloads,  Millions  of  DAU   —  Over  200  game  apps  in  porDolio,  cross-­‐selling   —  Numerous  games  that  made  over  USD  1M   —  One  game  a  week,  pipeline  for  a  year  ahead   —  Millions  of  dollars  paid  to  developers   —  Contracts  with  60  developers  and  new  great  studios  join   us  every  month  
  • 7. G5  revenue  by  geography,  2011   Asia, North ROW America 28% 33% Europe 39%
  • 8. Success  on  Android     — 20  casual  games  released   — Millions  of  US  dollars  in  revenue   — Close  to  20  million  installs   — Which  is  50  @mes  more  than  nearest   compe@tor  
  • 9. Premium  Game       —  Released  in  Sep  2010   —  Premium  casual  game   —  Casual  city  simulator   —  Top  10  Grossing  Game   in  34  countries   —  Millions  of  downloads   —  Well  over  $1M  of   revenue  
  • 10. Free-­‐to-­‐Play  Game       —  Released  in  Sep-­‐Dec   2011   —  Free-­‐to-­‐play  game   —  Casual  city  simulator   —  Top  10  Grossing  Game   in  86  countries   —  $1M  revenue  and  first   million  downloads  in  a   couple  of  months  
  • 11. Revenue:  Free-­‐to-­‐Play  vs  Premium   1   2   3   4   5   6   7   8  
  • 12. 5  steps  to  convert  your  casual  sim  to   free-­‐to-­‐play  game   Step  1:  Create  a  Sand  Box   Step  2:  Make  Game  Balance  More  Realis@c   Step  3:  Make  it  Real-­‐Time   Step  4:  Add  Mone@za@on   Step  5:  Add  Some  Extra  Content     On  each  step  you  have  a  playable  version  to  evaluate!  
  • 13. Step  1:  Create  a  Sand  Box   —  You  will  need  one  large  world  /  map   —  Only  small  part  available  to  the  player  ini@ally   —  The  user  needs  to  unlock  the  rest  of  the  map   Goals:   —  Create  a  persistent  world  with  some  “real  estate”   —  Make  players  invest  @me  and  return  to  their  crea@on   —  Engagement  loop:  the  more  you  play,  the  more  you  are   amached  to  what  you  have  built  
  • 14. Step  1:  Create  a  Sand  Box  
  • 15. Step  1:  Even  Bigger  Sand  Box  
  • 16. Step  2:  Make  Game  Balance  More   RealisOc   —  Slow  down  construc@on  and  resource  produc@on  cycles   —  Increase  prices  drama@cally     Goals:   —  Realis@c  is  good  –  people  know  what  to  expect   —  10  hours  to  build  a  house  is  more  realis@c  than  10  seconds   —  Saving  for  many  years  to  build  a  house  is  realis@c   —  Paying  to  speed  things  up  makes  sense  
  • 17. Step  2:  More  RealisOc  Game  Balance  
  • 18. Step  3:  Make  It  Real-­‐Time     —  On  launch,  recalculate  the  status  from  the  previous  @me  stamp   —  Introduce  energy  to  limit  session  @me   Goals:   —  The  city  is  alive  even  when  a  player  is  away   —  Make  players  want  to  return  to  see  the  progress   —  Stretch  3-­‐hour  uninterrupted  “casual”  game  experience  into  1-­‐ month  plus  short  session  experience   —  More  @me  with  the  game  jus@fies  more  money  spent  
  • 19. Step  3:  Make  It  Real-­‐Time  
  • 20. Step  4:  MoneOzaOon   —  Give  players  a  way  to  pay  to  overcome  natural  obstacles:   —  For  extra  energy  and  longer  sessions   —  To  speed  up  construc@on   —  To  unlock  new  content  ahead  of  @me   —  To  unlock  more  space  on  the  map   —  To  build  exclusive  buildings   Goals:   —  Those  who  want  to  play  free  need  to  be  able  to  play  for  free   —  Those  who  want  to  have  extra  by  spending  money  can  do  it  
  • 24. Step  5:  AddiOonal  Content   —  Add  more  free  and  premium  (paid)  content  into  the  game   —  Make  premium  content  awesome   Goals:   —  Give  your  exis@ng  fan  base  a  reason  to  check  this  game  out   —  Give  all  players  a  reason  to  spend  money  
  • 25. Step  5:  AddiOonal  Content  
  • 26. Step  5:  AddiOonal  Content  
  • 27. AUer  Step  5…   —  You  have  a  working  and  playable  F2P  game  on  hands   —  We  released  the  game  at  that  point   —  But  it  took  us  a  number  of  updates  to  get  things  right   —  Things  you  will  need  to  take  care  of:   —  Quests   —  Pricing  and  Special  Deals   —  Updates   —  Viral  Distribu@on   —  Social  Interac@ons   —  Customer  acquisi@on   —  User  Reten@on   —  Cross-­‐plaDorm  
  • 28. What  G5  can  do  for  you   —  We  can  share  our  experience  with  you   —  Great  terms,  advances   —  Cross-­‐plaDorm  Talisman  technology   —  Cross-­‐plaDorm  QA   —  Maximize  your  game  revenue  across  ALL  plaDorms   —  Cross-­‐sell  with  G5  games  for  access  to  millions  of  users   —  F2P  approach  can  be  applied  to  other  genres  as  well  
  • 29. Your  Casual  Game  Can  Become  a  Free-­‐to-­‐Play  Hit!   Virtual   City   Playground   for  iPad   CityVille  Hometown  iPad  
  • 30. Join  the  mobile  revoluOon!   Contact  me:   Julia.palatovska  @  g5e.com     Our  developer  rela@ons  team:   developers  @  g5e.com         www.g5e.com