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Kevin Corti (Product Lead)
Founder Everyone’s Playing
15+ years digital games/media
Co-founded 3 studios since 1998
Game studio viewpoint
Don Turner
Developer Evangelist at BlackBerry
14 years mobile/web development
Co-founded digital agency (£1.7m t/o)
Mobile platform/store viewpoint
games makers games consumers
• Cluttered app stores / no visibility
• Traditional media/PR doesn’t work
• Performance ads are very expensive
• Hard to get quality traffic (users)
• Limits product innovation
“How do I show players
we have a great game
without spending
$100k/day?”
• Finding good games is hard in app stores
• Want more variety, more choice
• Want much better search filters
• Frequently waste time & money
• Frequently frustrated
Discovery is a problem for…
A mobile games discovery platform…
EVERYONE’S PLAYING
assesses the
quality &
nature of
every mobile
game
finds the
best matches
for YOU!
that learns
exactly
what YOU
like
What’s your
experience with
commercialising
mobile games?
Let’s start with
some good news…
 $17bn total annual revenue (large!)
 Growing rapidly (Android, Asia)
 Devices/connectivity always getting better
 People will always want new devices
 People will always want to play games
Before mobile…
Significant challenges to small/indie studios:
 Production – make the game
 Distribution – put game in shops
 Marketing – make people want to buy
After mobile…
Reduced barriers to small/indie studios:
 Production – make the game
 Distribution – put game in stores
 Marketing – make them want to play
THEN make them want to pay!
Marketing:
Games makers – gaining
an audience for your
games
Games players – finding
games that are right for
you
Marketing:
Games makers – gaining
an audience for your
games
Games players – finding
games that are right for
you
The ecosystem is bad at doing this
So it costs $$$$$$!!!!
It’s not one market
Find a (viable, addressable) niche
The more precise the
niche, the easier to
target right users
Hope is not a strategy!
Is this you/your team?
• “We will just make the best game we can”
• “We want to get featured by Apple”
• “We would like games press/media coverage”
Naive marketing strategy 101
Will get our friends to
download & post
reviews
Will issue press
releases
My mate writes game
reviews for
pocketgames.com
= 1,000 installs
(at best)
1,000 users is worth…
At $0.99 / install
= $700 (AAT)*
AAT = ‘After Apple Tax’
Premium Free to play
At $40 LTV
At 2% conversion
= $560 (AAT)*
Success?
You make your own luck!
Work hard, over a long period.
Exploit every user acquisition
channel you can
The channels
SEO /
ASO
Platform
feature
Traditional
media
Social
network
Cross-
promotion
Paid
advertising
Get found in
the stores
Interest & word of mouth
Get eyeballs
App Store Optimisation (ASO)
[1] Maximise chances of being found
[2] Maximise chances of getting install (SELL)
Space monkey tennis wars.. Search
“5 stars from BestGames.com, epic art…”
THE APP STORES
Sell devices Sell ads/propagate
Android
More open (whilst they
catch up)
+ 200 Android stores
Build
ecosystem
THE APP STORES
 Distribute your game
 Handle purchase
 Discovery
“Imagine a shop with 1,000,000
kinds of beer…”
THE APP STORES
 Search is bad
 Categories inconsistent
 Ratings & review systems weak (broken)
THE APP STORES
Buying chart position…top free games (iOS)
• #1 155k installs/day
• #10 45k installs/day
• #50 16k installs/day
• $25k spend on UA
• Circa top 35 in ‘adventure’ & ‘role playing’
charts for week
• $10k revenue
• Game cost $150k to make!
$1-3 per
install
GAMES MEDIA
 Recent PocketGamer ‘top iOS games’ list
 All ‘great’ well-made games
 Most had <1,000 installs and <50 reviews
“We got coverage in X magazine…it generated 17
new users”
CROSS-PROMOTION
 Great (free installs) ….if you already have
users.
 Amplify/boost only
“…they are the turbo for a car
engine. You still need to buy petrol
though!”
SOCIAL HOOKS
 Doesn’t have to be horrible Zynga mechanics
 Give users opportunity to share moments of
delight
Also – helps with getting featured if you use
platform APIs (Game Centre on iOS)
PAID USER ACQUISITION
 Banners, interstitals (static, video), FB mobile
ad units…
 Quality of user is paramount! (play? pay?)
 Know your CPC, CPM, CPI, eCPI, CPA etc
Do LOTS of tiny experiments (FB ads are great for
this!)
MEASUREMENT
 You use analytics for in-game events…
 …so use them to assess quality of traffic
 Do they play? Do they pay?
 Attribution is key (where did user come from?)
FUNDING ‘MARKETING’
Investors will want:
• Multiple games in pipeline (similar niche)
• GAAS & FTP skills
• Industry experience / successes
FUNDAMENTAL:
ACPU < ARPU
PUBLISHERS
Gauge their interest at concept stage NOT once
you have made a game! MVP may be too late!
Why would you start to build a
game if you don’t know if you can
market it?
SUMMARY
• Devote serious time & effort to marketing
• Do everything possible (all channels)
• Have a meaningful budget – use wisely
• Target a (proven) niche
• Great game (no serious bugs!)
• Cross-promote & cross-platform
• Localise game & store presence
‘Build it & they will come’ is NOT a viable strategy!
YOU CAN’T RELY ON BEING
LUCKY……YOU CAN MAKE
YOUR OWN LUCK!
“EVERYONE’S
PLAYING…”
“EVERYONE’S PLAYING…”
“EVERYONE’S PLAYING…”
Kevin Corti
+44 7415 097822
@every1playing
www.everyonesplaying.com
kevin@everyonesplaying.com
Questions

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Mobile game discovery for indies

  • 1.
  • 2. Kevin Corti (Product Lead) Founder Everyone’s Playing 15+ years digital games/media Co-founded 3 studios since 1998 Game studio viewpoint Don Turner Developer Evangelist at BlackBerry 14 years mobile/web development Co-founded digital agency (£1.7m t/o) Mobile platform/store viewpoint
  • 3. games makers games consumers • Cluttered app stores / no visibility • Traditional media/PR doesn’t work • Performance ads are very expensive • Hard to get quality traffic (users) • Limits product innovation “How do I show players we have a great game without spending $100k/day?” • Finding good games is hard in app stores • Want more variety, more choice • Want much better search filters • Frequently waste time & money • Frequently frustrated Discovery is a problem for…
  • 4. A mobile games discovery platform… EVERYONE’S PLAYING assesses the quality & nature of every mobile game finds the best matches for YOU! that learns exactly what YOU like
  • 6. Let’s start with some good news…  $17bn total annual revenue (large!)  Growing rapidly (Android, Asia)  Devices/connectivity always getting better  People will always want new devices  People will always want to play games
  • 7. Before mobile… Significant challenges to small/indie studios:  Production – make the game  Distribution – put game in shops  Marketing – make people want to buy
  • 8. After mobile… Reduced barriers to small/indie studios:  Production – make the game  Distribution – put game in stores  Marketing – make them want to play THEN make them want to pay!
  • 9. Marketing: Games makers – gaining an audience for your games Games players – finding games that are right for you
  • 10. Marketing: Games makers – gaining an audience for your games Games players – finding games that are right for you The ecosystem is bad at doing this So it costs $$$$$$!!!!
  • 11. It’s not one market Find a (viable, addressable) niche The more precise the niche, the easier to target right users
  • 12. Hope is not a strategy! Is this you/your team? • “We will just make the best game we can” • “We want to get featured by Apple” • “We would like games press/media coverage”
  • 13. Naive marketing strategy 101 Will get our friends to download & post reviews Will issue press releases My mate writes game reviews for pocketgames.com = 1,000 installs (at best)
  • 14. 1,000 users is worth… At $0.99 / install = $700 (AAT)* AAT = ‘After Apple Tax’ Premium Free to play At $40 LTV At 2% conversion = $560 (AAT)* Success?
  • 15. You make your own luck! Work hard, over a long period. Exploit every user acquisition channel you can
  • 17. App Store Optimisation (ASO) [1] Maximise chances of being found [2] Maximise chances of getting install (SELL) Space monkey tennis wars.. Search “5 stars from BestGames.com, epic art…”
  • 18. THE APP STORES Sell devices Sell ads/propagate Android More open (whilst they catch up) + 200 Android stores Build ecosystem
  • 19. THE APP STORES  Distribute your game  Handle purchase  Discovery “Imagine a shop with 1,000,000 kinds of beer…”
  • 20. THE APP STORES  Search is bad  Categories inconsistent  Ratings & review systems weak (broken)
  • 21. THE APP STORES Buying chart position…top free games (iOS) • #1 155k installs/day • #10 45k installs/day • #50 16k installs/day • $25k spend on UA • Circa top 35 in ‘adventure’ & ‘role playing’ charts for week • $10k revenue • Game cost $150k to make! $1-3 per install
  • 22. GAMES MEDIA  Recent PocketGamer ‘top iOS games’ list  All ‘great’ well-made games  Most had <1,000 installs and <50 reviews “We got coverage in X magazine…it generated 17 new users”
  • 23. CROSS-PROMOTION  Great (free installs) ….if you already have users.  Amplify/boost only “…they are the turbo for a car engine. You still need to buy petrol though!”
  • 24. SOCIAL HOOKS  Doesn’t have to be horrible Zynga mechanics  Give users opportunity to share moments of delight Also – helps with getting featured if you use platform APIs (Game Centre on iOS)
  • 25. PAID USER ACQUISITION  Banners, interstitals (static, video), FB mobile ad units…  Quality of user is paramount! (play? pay?)  Know your CPC, CPM, CPI, eCPI, CPA etc Do LOTS of tiny experiments (FB ads are great for this!)
  • 26. MEASUREMENT  You use analytics for in-game events…  …so use them to assess quality of traffic  Do they play? Do they pay?  Attribution is key (where did user come from?)
  • 27. FUNDING ‘MARKETING’ Investors will want: • Multiple games in pipeline (similar niche) • GAAS & FTP skills • Industry experience / successes FUNDAMENTAL: ACPU < ARPU
  • 28. PUBLISHERS Gauge their interest at concept stage NOT once you have made a game! MVP may be too late! Why would you start to build a game if you don’t know if you can market it?
  • 29. SUMMARY • Devote serious time & effort to marketing • Do everything possible (all channels) • Have a meaningful budget – use wisely • Target a (proven) niche • Great game (no serious bugs!) • Cross-promote & cross-platform • Localise game & store presence ‘Build it & they will come’ is NOT a viable strategy!
  • 30. YOU CAN’T RELY ON BEING LUCKY……YOU CAN MAKE YOUR OWN LUCK!
  • 31. “EVERYONE’S PLAYING…” “EVERYONE’S PLAYING…” “EVERYONE’S PLAYING…” Kevin Corti +44 7415 097822 @every1playing www.everyonesplaying.com kevin@everyonesplaying.com Questions