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Diamond Dash iOS - Post Mortem_GDC Europe 2012
1.
Christopher Parschat
Lead Product Manager
2.
In October 2010…
3.
What’s next
?
4.
5.
6.
7.
8.
Our prototype
9.
10.
11.
12.
Game Concept
13.
Historical Timeline 2010
2011 2012 Oct Nov-Feb Mar Jun-Nov Dec Jan-Mar Concept Development Launch Development Launch Optimization
14.
Historical Timeline 2010
2011 2012 March Oct Nov-Feb Jun-Nov Dec Jan-Mar Concept Development Development Launch Optimization Launch
15.
Daily Active Users
1.5 In May, 1mio daily active users 1.0 millions 0.5 Released in March 0.0 14-Mar 29-Mar 13-Apr 28-Apr 13-May
16.
17.
18.
Historical Timeline 2010
2011 2012 Oct Nov-Feb March Jun-Nov Dec Jan-Mar Concept Development Launch Launch Optimization Development for iOS
19.
Why? ● Successful
game ● Made for touch ● Optimize for few devices ● Seamless payment flows
20.
One
• Top 10 grossing year game in 34 countries • >20mn downloads later… • 4.5 rating
21.
5 Key Learnings
22.
1. Native Feel
Redesign UI
23.
1. Native Feel
Redesign UI
24.
1. Native Feel
Redesign UI
25.
1. Native Feel
First Test
26.
1. Native Feel
Tweaking ● Timing ● Scoring ● Balancing ● Number of gems
27.
1. Native Feel
Redesign UI
28.
1.
2.Accessibility First loading screens Argh, when can I play?
29.
1.
2.Accessibility Quick Access Play after just 1 click!
30.
1.
2.Accessibility Funnel Tracking Users entering Tutorial 100% Start Game 1 End Game 1 Start Game 2 End Game 2 … Tutorial Finished x%
31.
1.
2.Accessibility Tutorial
32.
1.
2.Accessibility Tutorial ● Just-in-time information ● Pacing of new features
33.
1.
2. 3.Social Facebook Connect
34.
Player sends request
to friend
35.
Friend receives request
36.
37.
38.
39.
40.
Monetization 8x Logged in players are
8x more likely to spend money
41.
Activity 2x Logged in players play
twice as long
42.
Virality 1.9mio 1.9mio visitors come each
month from Facebook
43.
1.
2. 3.Social Why FB connect? 64% 8x 2x 1.9 mio Monetization Activity Visitors per month
44.
1.
2. 3.Social Challenges ● Networking ● Login rate
45.
1.
2. 3.Social Improving Login Rate
46.
1.
2. 3.Social Challenges ● Networking ● Login rate ● Keep up with flash version ● Score balancing
47.
1.
2. 3.Social Score balancing
48.
1.
2. 3.Social Score balancing
49.
1.
2. 3. 4. iPad Redesign UI
50.
1.
2. 3. 4. iPad Redesign UI
51.
1.
2. 3. 4. iPad Redesign UI
52.
1.
2. 3. 4. iPad Redesign UI
53.
1.
2. 3. 4. iPad Build Limit >20mb
54.
1.
2. 3. 4. iPad Build Limit 20mb
55.
1.
2. 3. 4. iPad Re-use Assets
56.
1.
2. 3. 4. 5.Post-Launch Treatment Daily Active Users Dec 2011 Mar 2012 Jul 2012
57.
1.
2. 3. 4. 5.Post-Launch Treatment 1 update per month • Magic Powers • Color Splash • Better networking • Better balancing • iPad (retina) • Deeper FB integration Pre-Launch Launch Post-Launch
58.
1.
2. 3. 4. 5.Post-Launch Treatment Bookings Color Splash Magic Powers Dec 2011 Mar 2012 May 2012 Jul 2012
59.
5 Key Learnings 1.
Native Feel 2. Accessibility 3. Social Pre- Launch Post- Launch Launch 4. iPad 5. Post-Launch Treatment
60.
Today…
61.
62.
What’s next
?
63.
2010
2011 ? … 2012
64.
wooga.com/jobs
65.
Christopher Paschat
Lead Product Manager twitter.com/curisu Any questions ?
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