SlideShare ist ein Scribd-Unternehmen logo
1 von 63
Rapid Design and
Developent for Start-
Ups
Part 1: Oops
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 2
We’re going to cover:
Niches – how to find them and why you want to
Paper Prototyping to prove a concept
MVP
Lean Startups
Part 1: Oops
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 3
4
5
Part 1: Oops
6
Part 1: Oops
7
Part 1: Oops
8
9
Part 1: Oops
Part 1: Oops
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 10
Part 2: Let’s Get This Going
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 11
Part 1: Oops
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 12
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 13
When you build a game, you know nothing.
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 14
When you build a game, you know nothing.
You don’t know if your game is going to work
If it’s got an audience
If it’s going to reach that audience
If that audience is going to even pay for it
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 15
Every game is, pretty much, a crap shoot
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 16
This is important for these 3
reasons:
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 17
This is important for these 3
reasons:
1
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 18
This is important for these 3
reasons:
2
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 19
This is important for these 3
reasons:
3
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 20
From the moment you say:
“Hey, we should, like, start a company and make a game.”
You’re burning money.
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 21
From Start Small, Stay Small:
Market comes first, marketing second, aesthetic third, and
functionality a distant fourth
The product with a sizable market and low competition wins even
with bad marketing, a bad aesthetic, and poor functionality
Part 3: Niches
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 22
How do you find a niche?
What are you interested in that you don’t see in games?
What retro genres aren’t getting remade – remember
there’s a generation that played these games that could
play again
What game types could you fuse? System or Setting
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 23
How do you find a niche?
Maybe an entirely different audience?
Mobile Fishing games?
Turn based God Games?
PBEM/SMS games?
Part 3: Niches
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 24
Start Small, Stay Small has links to various blogs with
start-up ideas. These aren’t necessarily Games, but might
spark some inspiration.
I’ll add a list to the back of this presentation before
releasing it.
(or…buy the book…)
Part 4: Determine Value of the Niche
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 25
How do we know if our niche will return a profit?
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 26
The Lean Business Model is built on scientific method.
It demands an entrepreneur constantly learns about their
business by experimenting.
State a hypothesis
Build a product to test the hypothesis
Examine the results
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 27
It remands rigorous skepticism on the part of the business
owner.
Data has to be everything
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 28
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 29
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 30
DESIGN
Procedures
And play
patterns
Player
Experience
A Design is
written. It
features the
games rules
The player
interacts with
these rules
and develops
play styles
Which
translates
into one of
8 kinds of
“fun”
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 31
Mechanics Dynamics Aesthetics
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 32
AARRR does the same thing.
Each stage of the funnel
has a set of tests and
metrics that measure the
success of that stage
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 33
If there is a break in the
chain, we go back, change
one thing, and run the
experiment again.
Each change is documented
Each new test is measured
All Data is analysed
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 34
Part 4: Scientific Method
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 35
We’re experimenting on two things
Content
Audience
Part 5: Prototypes and the MVP
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 36
Paper Prototype core features.
New Features
Features you are unsure about
Features that can be prototyped on paper
Part 5: Prototypes and the MVP
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 37
An MVP is a minimum viable product.
This is a product that has just those features that allow the
product to be deployed, and no more. The product is
typically deployed to a subset of possible customers, such
as early adopters that are thought to be more forgiving,
more likely to give feedback, and able to grasp a product
vision from an early prototype or marketing information
Part 5: Prototypes and the MVP
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 38
An MVP is not a minimal product, it is a strategy and
process directed toward making and selling a product to
customers. It is an iterative process of idea generation,
prototyping, presentation, data collection, analysis and
learning. One seeks to minimize the total time spent on an
iteration. The process is iterated until a desirable product-
market fit is obtained, or until the product is deemed to be
non-viable.
Part 5: Prototypes and the MVP
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 39
It doesn’t have to be interactive.
An MVP can be a video, a website, even the paper
prototype.
It is the heart of your experiment. Build something that you
can test each of your hypotheses on.
Part 5b: Prototypes and Early Adpoters
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 40
You give your MVP to early adopters.
Part 5b: Prototypes and Early Adpoters
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 41
Early adopters are people that:
Desperately need your product,
Want your product to succeed,
Will give you their time and their honest feedback,
You don't want to try to sell your product to your early adopters,
you will learn from them how to achieve real customers.
Part 5b: Prototypes and Early Adpoters
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 42
Part 5b: Prototypes and Early Adpoters
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 43
Are they married?
Do they have kids?
How do they get to work?
Do they work in an office? On a construction site? Driving a
truck?
How old are they?
What kind of car do they drive?
Do they watch TV? Surf the web? Listen to music?
Part 5b: Prototypes and Early Adpoters
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 44
• What do they want to find
there?
• What will your product provide
for them that they absolutely
cannot live without?
• What is best way to convey this
message to them?
• What will they respond to?
• What elements naturally draw
them in? Audio? Video?
Images?
• What is going to make them
click a link?
• How should you introduce your
product to your customer?
• What should your copy say on
the first page they see?
• What is going to convince them
to provide you with their email
address?
• What is going to convince them
to purchase your product?
Concept | Intention
• Who are the target audience for your Game?
• Present the Profile(s) which describes the target audience
Concept | Intention
• Why will the target audience notice YOUR Game?
• What is the basic Game Play in your project?
• Which KEY features trigger purchase / engagement?
• Explain what the features facilitate in the Audience Profiles
Concept | Expression
Part 5b: Prototypes and Early Adpoters
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 48
Be Remarkable
Part 5c: MVP Launch Strategies
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 49
Because Games have never seen a method they couldn’t poison,
beat to death, and then try and feed to their audience…
Alpha access – early adopter access – the thing you need to test
your ideas
Has been poisoned and hated on and had
mistrust
sewn into it
Part 5c: MVP Launch Strategies
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 50
You need to find strategies to:
bring people in
maybe monetise them
take their information
Part 5c: MVP Launch Strategies
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 51
These don’t have to be new methods.
A closed alpha with a selection of early adopters is a brilliant
idea.
Giving those adopters an invite, to bring in someone who they
consider an early adopter is a great way to expand your test
audience, and give your audience a sense of worth and
gratitude.
Part 5c: MVP Launch Strategies
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 52
Objects of Desire
"A magazine is a thing that must be designed to be wanted. That
statement includes within itself postmodern approaches that
create discourse on the notion of being designed to be wanted.”
Warren Ellis
Part 5c: MVP Launch Strategies
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 53
Your game goes beyond your game.
Think Stuff! Think TV & DVD Sales
Buy plain collected series?
Pfft! I want the DVD Director's Cut, Special Edition, with added
plastic crap!
Part 6: Pivot Or Persevere
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 54
The hard part
You’ve got your data
You’ve measured growth of audience/engagement/access to the
features you loved the most.
And it sucks.
Part 6: The Pivot
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 55
Your assumptions are wrong. You need to change.
The Pivot is a “structured course correction designed to test a
new fundamental hypothesis about the product, strategy, and
engine of growth.”
Part 6: The Pivot
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 56
Features:
• Can you change use your features in another game type?
• Can you change your features to better match your goals?
• Do you need to kill your features and start again?
• Are your features “content agnostic”? If so, what aesthetics do your
features suggest?
• Can you change the game’s dynamic?
Part 6: The Pivot
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 57
Content:
• Can you change the setting and keep the same gameplay?
• Can you change the characters?
• Can you change the narrative?
• Can you change the dynamic of the game?
• Can you change the aesthetic goals?
Part 6: Persevere
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 58
The hard part
You’ve got your data
You’ve measured growth of audience/engagement/access to the
features you loved the most.
And it’s awesome
Part 6: Persevere
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 59
What features do you add?
What is the next experiment you perform?
Who are the new audience?
Do they alienate the last audience?
Can you build a sustainable business model from this?
Have you left MVP and moved into Product?
Part 6: Persevere
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 60
Lean Methods rest on the fact that you never stop learning.
Even after release you should be doing the Learn, Build, Measure
cycle
This ensures your product is always viable, and your audience is
always growing.
Part 6: Sustainable Growth?
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 61
Part 6: Sustainable Growth?
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 62
Part 7: TL;DR
Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 63
Start-Ups. They’re not easy
You know nothing. Learn.
Build Metrics into everything – Design, Release, Features
Prototype early to ensure validation of ideas
Get something into the hands of early adopters
Be ready to pivot. Those darlings? You might need to kill them
…
PROFIT!

Weitere ähnliche Inhalte

Andere mochten auch

Andere mochten auch (19)

#magneticarchetypes
#magneticarchetypes#magneticarchetypes
#magneticarchetypes
 
LUXr 1-day workshop, April 4, 2012
LUXr 1-day workshop, April 4, 2012LUXr 1-day workshop, April 4, 2012
LUXr 1-day workshop, April 4, 2012
 
LUXr 1-day workshop, Wed November 07, 2012 [San Francisco]
LUXr 1-day workshop, Wed November 07, 2012 [San Francisco]LUXr 1-day workshop, Wed November 07, 2012 [San Francisco]
LUXr 1-day workshop, Wed November 07, 2012 [San Francisco]
 
LUXr 1-day workshop, June 13, 2012 [San Francisco]
LUXr 1-day workshop, June 13, 2012 [San Francisco]LUXr 1-day workshop, June 13, 2012 [San Francisco]
LUXr 1-day workshop, June 13, 2012 [San Francisco]
 
Rapid Product Design in the Wild - ProductTank
Rapid Product Design in the Wild - ProductTankRapid Product Design in the Wild - ProductTank
Rapid Product Design in the Wild - ProductTank
 
LUXr 1-day workshop, May 14, 2012 [San Francisco]
LUXr 1-day workshop, May 14, 2012 [San Francisco]LUXr 1-day workshop, May 14, 2012 [San Francisco]
LUXr 1-day workshop, May 14, 2012 [San Francisco]
 
Product Design for Rapid Growth
Product Design for Rapid GrowthProduct Design for Rapid Growth
Product Design for Rapid Growth
 
Rapid Product Design Using Lean UX Methods [Tradecraft : May 2014]
Rapid Product Design Using Lean UX Methods [Tradecraft : May 2014]Rapid Product Design Using Lean UX Methods [Tradecraft : May 2014]
Rapid Product Design Using Lean UX Methods [Tradecraft : May 2014]
 
Are you designing the right product?
Are you designing the right product?Are you designing the right product?
Are you designing the right product?
 
Agile Delivery- Elevating the role of the PM to Trusted Advisor
Agile Delivery- Elevating the role of the PM to Trusted AdvisorAgile Delivery- Elevating the role of the PM to Trusted Advisor
Agile Delivery- Elevating the role of the PM to Trusted Advisor
 
Re-Architecting with Agile Delivery featuring Forrester's Randy Heffner
Re-Architecting with Agile Delivery featuring Forrester's Randy HeffnerRe-Architecting with Agile Delivery featuring Forrester's Randy Heffner
Re-Architecting with Agile Delivery featuring Forrester's Randy Heffner
 
Continuous Delivery Agile Tour Beirut 2015
Continuous Delivery Agile Tour Beirut 2015Continuous Delivery Agile Tour Beirut 2015
Continuous Delivery Agile Tour Beirut 2015
 
General Continuous Delivery for Agile Practitioners Meetup May 2014
General Continuous Delivery for Agile Practitioners Meetup May 2014General Continuous Delivery for Agile Practitioners Meetup May 2014
General Continuous Delivery for Agile Practitioners Meetup May 2014
 
Agile delivery a game changer
Agile delivery a game changerAgile delivery a game changer
Agile delivery a game changer
 
Experimenting with agile to maximize value delivery
Experimenting with agile to maximize value deliveryExperimenting with agile to maximize value delivery
Experimenting with agile to maximize value delivery
 
Agile Delivery
Agile DeliveryAgile Delivery
Agile Delivery
 
Agile delivery facilitation
Agile delivery facilitationAgile delivery facilitation
Agile delivery facilitation
 
Finding the "Right" Users
Finding the "Right" UsersFinding the "Right" Users
Finding the "Right" Users
 
DIG studiju programma
DIG studiju programmaDIG studiju programma
DIG studiju programma
 

Ähnlich wie Rapid Design and Developent for Start-Ups

L3 gd fmp_working_title_30113
L3 gd fmp_working_title_30113L3 gd fmp_working_title_30113
L3 gd fmp_working_title_30113
Prothean290
 
Prioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePaloozaPrioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePalooza
Enthiosys Inc
 
Gcse media portfolio guide video games
Gcse media portfolio guide video gamesGcse media portfolio guide video games
Gcse media portfolio guide video games
Ms Olive
 

Ähnlich wie Rapid Design and Developent for Start-Ups (20)

Developing a game - From concept to market
Developing a game -   From concept to marketDeveloping a game -   From concept to market
Developing a game - From concept to market
 
A primer on game-based learning
A primer on game-based learningA primer on game-based learning
A primer on game-based learning
 
Fun at work through innovation games
Fun at work through innovation gamesFun at work through innovation games
Fun at work through innovation games
 
Extensive Portfolio
Extensive PortfolioExtensive Portfolio
Extensive Portfolio
 
Designing A Gamified Training Toolkit — My Journey of “UX in the Jungle” Deve...
Designing A Gamified Training Toolkit — My Journey of “UX in the Jungle” Deve...Designing A Gamified Training Toolkit — My Journey of “UX in the Jungle” Deve...
Designing A Gamified Training Toolkit — My Journey of “UX in the Jungle” Deve...
 
The Out Of The Box Game
The Out Of The Box GameThe Out Of The Box Game
The Out Of The Box Game
 
Google Cardboard
Google CardboardGoogle Cardboard
Google Cardboard
 
L3 gd fmp_working_title_30113
L3 gd fmp_working_title_30113L3 gd fmp_working_title_30113
L3 gd fmp_working_title_30113
 
Prioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePaloozaPrioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePalooza
 
Luke Hohmann's Software Guru 2009 Keynote: Innovation In Software
Luke Hohmann's Software Guru 2009 Keynote: Innovation In SoftwareLuke Hohmann's Software Guru 2009 Keynote: Innovation In Software
Luke Hohmann's Software Guru 2009 Keynote: Innovation In Software
 
A List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning GamesA List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning Games
 
FETC 2015 Advanced Game Design Presentation - Workshop
FETC 2015 Advanced Game Design Presentation - WorkshopFETC 2015 Advanced Game Design Presentation - Workshop
FETC 2015 Advanced Game Design Presentation - Workshop
 
BrandNewGame at SRM & MKG RSLT
BrandNewGame at SRM & MKG RSLTBrandNewGame at SRM & MKG RSLT
BrandNewGame at SRM & MKG RSLT
 
Gcse media portfolio guide video games
Gcse media portfolio guide video gamesGcse media portfolio guide video games
Gcse media portfolio guide video games
 
Agile Tour Delhi NCR2014 - Agile innovation games rahul sudame
Agile Tour Delhi NCR2014 - Agile innovation games   rahul sudameAgile Tour Delhi NCR2014 - Agile innovation games   rahul sudame
Agile Tour Delhi NCR2014 - Agile innovation games rahul sudame
 
Extensive Portfolio
Extensive PortfolioExtensive Portfolio
Extensive Portfolio
 
Game Development Course | Game Art Institute | MAGES Institute
Game Development Course | Game Art Institute | MAGES InstituteGame Development Course | Game Art Institute | MAGES Institute
Game Development Course | Game Art Institute | MAGES Institute
 
Organizational Strategy Final Project
Organizational Strategy Final ProjectOrganizational Strategy Final Project
Organizational Strategy Final Project
 
User Interface Design (University of Greenwich BIT Coursework) by Nay Linn Ko
User Interface Design (University of Greenwich BIT Coursework) by Nay Linn KoUser Interface Design (University of Greenwich BIT Coursework) by Nay Linn Ko
User Interface Design (University of Greenwich BIT Coursework) by Nay Linn Ko
 
Monetization Strategies
Monetization StrategiesMonetization Strategies
Monetization Strategies
 

Kürzlich hochgeladen

Uncommon Grace The Autobiography of Isaac Folorunso
Uncommon Grace The Autobiography of Isaac FolorunsoUncommon Grace The Autobiography of Isaac Folorunso
Uncommon Grace The Autobiography of Isaac Folorunso
Kayode Fayemi
 
Chiulli_Aurora_Oman_Raffaele_Beowulf.pptx
Chiulli_Aurora_Oman_Raffaele_Beowulf.pptxChiulli_Aurora_Oman_Raffaele_Beowulf.pptx
Chiulli_Aurora_Oman_Raffaele_Beowulf.pptx
raffaeleoman
 
If this Giant Must Walk: A Manifesto for a New Nigeria
If this Giant Must Walk: A Manifesto for a New NigeriaIf this Giant Must Walk: A Manifesto for a New Nigeria
If this Giant Must Walk: A Manifesto for a New Nigeria
Kayode Fayemi
 
No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...
No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...
No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...
Sheetaleventcompany
 

Kürzlich hochgeladen (20)

My Presentation "In Your Hands" by Halle Bailey
My Presentation "In Your Hands" by Halle BaileyMy Presentation "In Your Hands" by Halle Bailey
My Presentation "In Your Hands" by Halle Bailey
 
Causes of poverty in France presentation.pptx
Causes of poverty in France presentation.pptxCauses of poverty in France presentation.pptx
Causes of poverty in France presentation.pptx
 
Dreaming Marissa Sánchez Music Video Treatment
Dreaming Marissa Sánchez Music Video TreatmentDreaming Marissa Sánchez Music Video Treatment
Dreaming Marissa Sánchez Music Video Treatment
 
Uncommon Grace The Autobiography of Isaac Folorunso
Uncommon Grace The Autobiography of Isaac FolorunsoUncommon Grace The Autobiography of Isaac Folorunso
Uncommon Grace The Autobiography of Isaac Folorunso
 
Chiulli_Aurora_Oman_Raffaele_Beowulf.pptx
Chiulli_Aurora_Oman_Raffaele_Beowulf.pptxChiulli_Aurora_Oman_Raffaele_Beowulf.pptx
Chiulli_Aurora_Oman_Raffaele_Beowulf.pptx
 
Thirunelveli call girls Tamil escorts 7877702510
Thirunelveli call girls Tamil escorts 7877702510Thirunelveli call girls Tamil escorts 7877702510
Thirunelveli call girls Tamil escorts 7877702510
 
If this Giant Must Walk: A Manifesto for a New Nigeria
If this Giant Must Walk: A Manifesto for a New NigeriaIf this Giant Must Walk: A Manifesto for a New Nigeria
If this Giant Must Walk: A Manifesto for a New Nigeria
 
VVIP Call Girls Nalasopara : 9892124323, Call Girls in Nalasopara Services
VVIP Call Girls Nalasopara : 9892124323, Call Girls in Nalasopara ServicesVVIP Call Girls Nalasopara : 9892124323, Call Girls in Nalasopara Services
VVIP Call Girls Nalasopara : 9892124323, Call Girls in Nalasopara Services
 
Dreaming Music Video Treatment _ Project & Portfolio III
Dreaming Music Video Treatment _ Project & Portfolio IIIDreaming Music Video Treatment _ Project & Portfolio III
Dreaming Music Video Treatment _ Project & Portfolio III
 
Presentation on Engagement in Book Clubs
Presentation on Engagement in Book ClubsPresentation on Engagement in Book Clubs
Presentation on Engagement in Book Clubs
 
No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...
No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...
No Advance 8868886958 Chandigarh Call Girls , Indian Call Girls For Full Nigh...
 
ICT role in 21st century education and it's challenges.pdf
ICT role in 21st century education and it's challenges.pdfICT role in 21st century education and it's challenges.pdf
ICT role in 21st century education and it's challenges.pdf
 
Call Girl Number in Khar Mumbai📲 9892124323 💞 Full Night Enjoy
Call Girl Number in Khar Mumbai📲 9892124323 💞 Full Night EnjoyCall Girl Number in Khar Mumbai📲 9892124323 💞 Full Night Enjoy
Call Girl Number in Khar Mumbai📲 9892124323 💞 Full Night Enjoy
 
The workplace ecosystem of the future 24.4.2024 Fabritius_share ii.pdf
The workplace ecosystem of the future 24.4.2024 Fabritius_share ii.pdfThe workplace ecosystem of the future 24.4.2024 Fabritius_share ii.pdf
The workplace ecosystem of the future 24.4.2024 Fabritius_share ii.pdf
 
Air breathing and respiratory adaptations in diver animals
Air breathing and respiratory adaptations in diver animalsAir breathing and respiratory adaptations in diver animals
Air breathing and respiratory adaptations in diver animals
 
Governance and Nation-Building in Nigeria: Some Reflections on Options for Po...
Governance and Nation-Building in Nigeria: Some Reflections on Options for Po...Governance and Nation-Building in Nigeria: Some Reflections on Options for Po...
Governance and Nation-Building in Nigeria: Some Reflections on Options for Po...
 
Busty Desi⚡Call Girls in Sector 51 Noida Escorts >༒8448380779 Escort Service-...
Busty Desi⚡Call Girls in Sector 51 Noida Escorts >༒8448380779 Escort Service-...Busty Desi⚡Call Girls in Sector 51 Noida Escorts >༒8448380779 Escort Service-...
Busty Desi⚡Call Girls in Sector 51 Noida Escorts >༒8448380779 Escort Service-...
 
BDSM⚡Call Girls in Sector 93 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 93 Noida Escorts >༒8448380779 Escort ServiceBDSM⚡Call Girls in Sector 93 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 93 Noida Escorts >༒8448380779 Escort Service
 
lONG QUESTION ANSWER PAKISTAN STUDIES10.
lONG QUESTION ANSWER PAKISTAN STUDIES10.lONG QUESTION ANSWER PAKISTAN STUDIES10.
lONG QUESTION ANSWER PAKISTAN STUDIES10.
 
BDSM⚡Call Girls in Sector 97 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 97 Noida Escorts >༒8448380779 Escort ServiceBDSM⚡Call Girls in Sector 97 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 97 Noida Escorts >༒8448380779 Escort Service
 

Rapid Design and Developent for Start-Ups

  • 2. Part 1: Oops Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 2 We’re going to cover: Niches – how to find them and why you want to Paper Prototyping to prove a concept MVP Lean Startups
  • 3. Part 1: Oops Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 3
  • 4. 4
  • 8. 8
  • 10. Part 1: Oops Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 10
  • 11. Part 2: Let’s Get This Going Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 11
  • 12. Part 1: Oops Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 12
  • 13. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 13 When you build a game, you know nothing. Part 3: Niches
  • 14. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 14 When you build a game, you know nothing. You don’t know if your game is going to work If it’s got an audience If it’s going to reach that audience If that audience is going to even pay for it Part 3: Niches
  • 15. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 15 Every game is, pretty much, a crap shoot Part 3: Niches
  • 16. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 16 This is important for these 3 reasons: Part 3: Niches
  • 17. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 17 This is important for these 3 reasons: 1 Part 3: Niches
  • 18. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 18 This is important for these 3 reasons: 2 Part 3: Niches
  • 19. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 19 This is important for these 3 reasons: 3 Part 3: Niches
  • 20. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 20 From the moment you say: “Hey, we should, like, start a company and make a game.” You’re burning money. Part 3: Niches
  • 21. Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 21 From Start Small, Stay Small: Market comes first, marketing second, aesthetic third, and functionality a distant fourth The product with a sizable market and low competition wins even with bad marketing, a bad aesthetic, and poor functionality Part 3: Niches
  • 22. Part 3: Niches Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 22 How do you find a niche? What are you interested in that you don’t see in games? What retro genres aren’t getting remade – remember there’s a generation that played these games that could play again What game types could you fuse? System or Setting
  • 23. Part 3: Niches Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 23 How do you find a niche? Maybe an entirely different audience? Mobile Fishing games? Turn based God Games? PBEM/SMS games?
  • 24. Part 3: Niches Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 24 Start Small, Stay Small has links to various blogs with start-up ideas. These aren’t necessarily Games, but might spark some inspiration. I’ll add a list to the back of this presentation before releasing it. (or…buy the book…)
  • 25. Part 4: Determine Value of the Niche Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 25 How do we know if our niche will return a profit?
  • 26. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 26 The Lean Business Model is built on scientific method. It demands an entrepreneur constantly learns about their business by experimenting. State a hypothesis Build a product to test the hypothesis Examine the results
  • 27. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 27 It remands rigorous skepticism on the part of the business owner. Data has to be everything
  • 28. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 28
  • 29. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 29
  • 30. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 30 DESIGN Procedures And play patterns Player Experience A Design is written. It features the games rules The player interacts with these rules and develops play styles Which translates into one of 8 kinds of “fun”
  • 31. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 31 Mechanics Dynamics Aesthetics
  • 32. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 32 AARRR does the same thing. Each stage of the funnel has a set of tests and metrics that measure the success of that stage
  • 33. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 33 If there is a break in the chain, we go back, change one thing, and run the experiment again. Each change is documented Each new test is measured All Data is analysed
  • 34. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 34
  • 35. Part 4: Scientific Method Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 35 We’re experimenting on two things Content Audience
  • 36. Part 5: Prototypes and the MVP Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 36 Paper Prototype core features. New Features Features you are unsure about Features that can be prototyped on paper
  • 37. Part 5: Prototypes and the MVP Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 37 An MVP is a minimum viable product. This is a product that has just those features that allow the product to be deployed, and no more. The product is typically deployed to a subset of possible customers, such as early adopters that are thought to be more forgiving, more likely to give feedback, and able to grasp a product vision from an early prototype or marketing information
  • 38. Part 5: Prototypes and the MVP Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 38 An MVP is not a minimal product, it is a strategy and process directed toward making and selling a product to customers. It is an iterative process of idea generation, prototyping, presentation, data collection, analysis and learning. One seeks to minimize the total time spent on an iteration. The process is iterated until a desirable product- market fit is obtained, or until the product is deemed to be non-viable.
  • 39. Part 5: Prototypes and the MVP Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 39 It doesn’t have to be interactive. An MVP can be a video, a website, even the paper prototype. It is the heart of your experiment. Build something that you can test each of your hypotheses on.
  • 40. Part 5b: Prototypes and Early Adpoters Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 40 You give your MVP to early adopters.
  • 41. Part 5b: Prototypes and Early Adpoters Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 41 Early adopters are people that: Desperately need your product, Want your product to succeed, Will give you their time and their honest feedback, You don't want to try to sell your product to your early adopters, you will learn from them how to achieve real customers.
  • 42. Part 5b: Prototypes and Early Adpoters Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 42
  • 43. Part 5b: Prototypes and Early Adpoters Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 43 Are they married? Do they have kids? How do they get to work? Do they work in an office? On a construction site? Driving a truck? How old are they? What kind of car do they drive? Do they watch TV? Surf the web? Listen to music?
  • 44. Part 5b: Prototypes and Early Adpoters Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 44 • What do they want to find there? • What will your product provide for them that they absolutely cannot live without? • What is best way to convey this message to them? • What will they respond to? • What elements naturally draw them in? Audio? Video? Images? • What is going to make them click a link? • How should you introduce your product to your customer? • What should your copy say on the first page they see? • What is going to convince them to provide you with their email address? • What is going to convince them to purchase your product?
  • 45. Concept | Intention • Who are the target audience for your Game? • Present the Profile(s) which describes the target audience
  • 46. Concept | Intention • Why will the target audience notice YOUR Game?
  • 47. • What is the basic Game Play in your project? • Which KEY features trigger purchase / engagement? • Explain what the features facilitate in the Audience Profiles Concept | Expression
  • 48. Part 5b: Prototypes and Early Adpoters Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 48 Be Remarkable
  • 49. Part 5c: MVP Launch Strategies Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 49 Because Games have never seen a method they couldn’t poison, beat to death, and then try and feed to their audience… Alpha access – early adopter access – the thing you need to test your ideas Has been poisoned and hated on and had mistrust sewn into it
  • 50. Part 5c: MVP Launch Strategies Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 50 You need to find strategies to: bring people in maybe monetise them take their information
  • 51. Part 5c: MVP Launch Strategies Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 51 These don’t have to be new methods. A closed alpha with a selection of early adopters is a brilliant idea. Giving those adopters an invite, to bring in someone who they consider an early adopter is a great way to expand your test audience, and give your audience a sense of worth and gratitude.
  • 52. Part 5c: MVP Launch Strategies Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 52 Objects of Desire "A magazine is a thing that must be designed to be wanted. That statement includes within itself postmodern approaches that create discourse on the notion of being designed to be wanted.” Warren Ellis
  • 53. Part 5c: MVP Launch Strategies Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 53 Your game goes beyond your game. Think Stuff! Think TV & DVD Sales Buy plain collected series? Pfft! I want the DVD Director's Cut, Special Edition, with added plastic crap!
  • 54. Part 6: Pivot Or Persevere Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 54 The hard part You’ve got your data You’ve measured growth of audience/engagement/access to the features you loved the most. And it sucks.
  • 55. Part 6: The Pivot Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 55 Your assumptions are wrong. You need to change. The Pivot is a “structured course correction designed to test a new fundamental hypothesis about the product, strategy, and engine of growth.”
  • 56. Part 6: The Pivot Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 56 Features: • Can you change use your features in another game type? • Can you change your features to better match your goals? • Do you need to kill your features and start again? • Are your features “content agnostic”? If so, what aesthetics do your features suggest? • Can you change the game’s dynamic?
  • 57. Part 6: The Pivot Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 57 Content: • Can you change the setting and keep the same gameplay? • Can you change the characters? • Can you change the narrative? • Can you change the dynamic of the game? • Can you change the aesthetic goals?
  • 58. Part 6: Persevere Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 58 The hard part You’ve got your data You’ve measured growth of audience/engagement/access to the features you loved the most. And it’s awesome
  • 59. Part 6: Persevere Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 59 What features do you add? What is the next experiment you perform? Who are the new audience? Do they alienate the last audience? Can you build a sustainable business model from this? Have you left MVP and moved into Product?
  • 60. Part 6: Persevere Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 60 Lean Methods rest on the fact that you never stop learning. Even after release you should be doing the Learn, Build, Measure cycle This ensures your product is always viable, and your audience is always growing.
  • 61. Part 6: Sustainable Growth? Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 61
  • 62. Part 6: Sustainable Growth? Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 62
  • 63. Part 7: TL;DR Department of game design: http://game.hgo.se/ Campus Gotland: www.campusgotland.uu.se 63 Start-Ups. They’re not easy You know nothing. Learn. Build Metrics into everything – Design, Release, Features Prototype early to ensure validation of ideas Get something into the hands of early adopters Be ready to pivot. Those darlings? You might need to kill them … PROFIT!

Hinweis der Redaktion

  1. We were going to look at this
  2. And, sure, it was a bit underpant gnomey But it worked.
  3. And then this man This is Christ Natsumme He was producer on the original FarCry and now runs a successful, mid-sized studio out of Japan, called Boomzap The other day he posted this:
  4. Followed by this. Which put a massive crimp in my presentation. But these things bear talking about. We always say “start up, start up” but it’s not easy.
  5. The cost of discovery is expensive and is only going up. And by discovery we mean “The cost per customer” And you need to recoup this cost somehow.
  6. And, if F2P is the prevailing model, remember the model is skewed heavily against payers.
  7. Being a start up is hard. Really, really hard And most of them fail.
  8. I’m not giving you a silver bullet. This isn’t going to absolutely make you all millionaires. It’s going to be a lot of hard work. A lot of tears Because a start up now isn’t the same thing as a start up in a mythic “then” when publishers gave out money. But some of the things I tell you might help.
  9. That was very much Entrepreneurial. And a lot of this presentation leans that way. It borrows from a bunch of places: Lean Startup, Start Small, Stay Small, Dave McClure’s Metrics for Pirates – AARRR And some good old MDA and game design thrown in for good measure.
  10. So this is why you want to target Niches
  11. If your brilliant idea is a MOBA – that’s your market share. You’d start in Other. And, unless you could make a dent into Dota2, you’d be staying there. Now – with a small team, and low overheads, you could probably earn a comfortable living there.
  12. But is the money you’re earning in Other enough to see you though? Making money isn’t easy – and this is where niches come in
  13.   http://www.entrepreneur.com/businessideas/   http://www.sixmonthmba.com/2009/02/999ideas.html   http://www.ahbbo.com/ideas.html   http://ycombinator.com/ideas.html   http://astartupaday.wordpress.com/ (also on Twitter at http://ww.twitter.com/astartupaday   http://ideas.4brad.com/   http://www.ideaisqueen.com/wordpress/   http://www.ideatagging.com/   http://springwise.com/   http://www.trendwatching.com/   http://www.coolbusinessideas.com/
  14. You know what? As we move towards more concrete actions, we’re going to notice a set pattern to our actions. And it’s a pattern that we’ll see in Lean, so I’m going to change that headline
  15. The experiments that you do, and the data that you get, will prove or disprove your business idea – and be the difference between success and failure. You have to go in with your eyes open.
  16. The Lean method goes under the process: Build, Measure, Learn. And, while it focuses down on the feature set and code – this idea of building test metrics into development isn’t new it’s something we see with MDA and AARRR
  17. Aesthetics are translated as a type of fun or as “the thing I want my player to experience” As such, each aesthetic has an aesthetic goal. A specific, measurable, outcome that you can test your game against, to make sure that you’ve achieved what you wanted.
  18. Whatever you are testing – each iteration of the cycle needs: A clear hypothesis A set of measurements that prove or disprove the hypothesis A set time to run the experiment Time to analyse the data And, from that analysis, a way of taking that into the next iteration.
  19. We teach paper prototyping. It’s cheaper than code and you can iron out a lot of the design bugs early. But what do you prototype? Space Shooter: Prototype systems, not the entire game.
  20. The MVP is a deployable prototype
  21. The Dropbox MVP was a video that demonstrated syncing
  22. For games – that firs one is a odd one. I mean – I’d like a game, but I don’t think I’d desperately need it. But then my flatmate played FTL And then I saw Skylanders presented at GDC And then I saw Amiibo from E3
  23. And these were real “JUST TAKE MY MONEY” moments
  24. These things determine.. Well, so much When do they play, what type of quiet do they get? What time of price point do they look for?
  25. We use these 3 slides as part of a concept submission at GAME I like to talk about these as 3 levels of audience Early Adopter, Secondary, Mass
  26. But these slides force our students to think about outreach and marketing
  27. As well as gameplay and product tailored to a specific audience
  28. We had a speaker at our last conference who told the audience to be remarkable. Not good, not biggest – remarkable. Because if you can make your audience remark about your game, you have a viral, word of mouth spread of your content. So make something they can remark on.
  29. The Industry. How we love it…
  30. You need their information to make them YOUR audience. So you can get in touch with them when you need to
  31. This doesn’t really belong anywhere – but it’s a great quote and you should print it out and hang it over all your desks, the door into your office, and on the other side.
  32. This is how you monetise. T-Shirts, books. All the added stuff you pay-up for when you give money to a kickstarter. Give your adopters a chance to buy some of that stuff, and at a discount. Or signed. Or both. I mean, they’re giving you feedback, after all.
  33. A notable example of a company employing the pivot is Groupon; when the company first started, it was an online activism platform called The Point.[4] After receiving almost no traction, the founders opened a WordPress blog and launched their first coupon promotion for a pizzeria located in their building lobby.[4] Although they only received 20 redemptions, the founders realized that their idea was significant, and had successfully empowered people to coordinate group action. Three years later, Groupon would grow into a billion dollar business.
  34. What does this mean for games? How do you pivot? Dynamic: MDA An explorer RTS with a lot of resources, easily found, but a lot of places to look for A combat RTS. 1 set of resources, in the middle of the map. No respawn. The mechanics for these games are the same – gather and build. The dynamic changes the aesthetic of the game completely – combative or exploratory
  35. Generally – yes. It’s content. But content is also the think that designers hold onto the most. The context of the game is their baby.
  36. All of which brings us back to this man’s rant.
  37. And the last line: Discoverability linked to quality. If you can own your audience, you can shepherd them from title to title – for as long as you have their trust.
  38. So how do we wrap this up. Other than quickly because I bet I’m over time