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Hyper-casual in a Hypercompetitive Market - Voodoo

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Hyper-casual in a Hypercompetitive Market - Voodoo

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This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/

About this talk:
In this talk, our audience learned just what exactly is Voodoo’s development approach, what their publishing agreement is, what metrics they care about, and the journey of a viral hit (looking specifically at AquaPark).

This talk is from the event 'The Arcade (R)Evolution: Making Hit Casual Games with a Focus on Hyper-Casual'. To see more details about our events, follow us on Meetup here:
https://www.meetup.com/mobilegamesdev/

About this talk:
In this talk, our audience learned just what exactly is Voodoo’s development approach, what their publishing agreement is, what metrics they care about, and the journey of a viral hit (looking specifically at AquaPark).

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Hyper-casual in a Hypercompetitive Market - Voodoo

  1. 1. Voodoo Hyper-casual in a Hypercompetitive Market Alexander Shea - Publishing
  2. 2. Our Approach ● Long-term, close partnerships ● Fail Fast, refine wisely ● Lead the market & set trends ● Innovate to stay ahead V V V V
  3. 3. Development Period Launch Game Confirmation +$20k + $180k + > $800k on average - D1: > 45% - D7: > 17% - CPI < $0.25 Break-even 2M to 6M downloads*: + $40k per M downloads 6M to 10M downloads*: + $50k per M downloads 10M+ downloads*: + $60k per M downloads Confirmation Period Performance Payments Payouts Conditions 2 months max.Variable duration Uncapped Submit Prototype *: IOS US, UK, Japan and China + Android US, UK and Japan The Publishing Agreement
  4. 4. Ideation Process Basic Rules of Hyper-Casual Gameplay Features Open Source
  5. 5. Tutorials
  6. 6. Live Streams
  7. 7. Test all your prototypes on the market for free
  8. 8. DEDICATED COACHING
  9. 9. Open source knowledge Data driven process
  10. 10. Kill? Sprint 2 Kill? Sprint n Kill? LAUNCH KPIs Short Sprints
  11. 11. Hybrid Gameplay HyperCasual Puzzle ● Forgiving ● Clear Gameplay ● Satisfying physics ● Depth ● System 2 ● Challenge ➔ CPI ➔ D1 retention ➔ D7 retention
  12. 12. MVP LET’S GOV.1 Launch
  13. 13. Virality ● Virality depends on types of games ● Puzzle and IO games are over- represented relative to our prototype testing population
  14. 14. Our most viral games (US iOS)
  15. 15. The journey of a viral hit
  16. 16. Voodoo Any questions?

Notas do Editor

  • Khoren, Edgar, Suren
  • On top of that, we contribute in the ideation process of studios in order to help them get better at doing games. On a platform we have build, you’ll find Open source knowledge with everything we have gathered on games for years now.
  • You’ll find video tutorials
  • and regular live streams in which you can ask any question
  • Our way of working is tailored made because every studio has different needs. On our platform, you’ll find open source knowledge but it will also allow you to test any propotype you have:
    Many studios have access to our platform, for free, and can test an unlimited amount of prototypes. We will take care of the campaign, pay for the acquisition and send you feedback on how to improve if it doesnt reach the KPIs we are looking for.

  • 40/10 <50c
  • Our entire process is completely data driven for a reason people who have been on that market know well: you want to know if you are going into the right direction with your game and if you are working on something that can be big. If not, it’s a waste of time. That is why, we test our games very early in the development process to see if it’s worth investing more time into or if it’s just better to move to the next idea.
  • V1: 35/13 @ 80 cents
    2-3 day sprints work best
    By doing large sprints, you’re gambling with a studio’s time
  • Ideation phase: Basic rules: Mass Market is a huge focus for us. Puzzle game help us add depth later in the development phase


  • Paper.io
    Crowd City
    Dune
    2048Bubble
    Helix Jump
    Dunk Hit
    Hole.io
    Twisty Road!
    Splashy
    Fight List
    Donuts Drift
    Balls VS Blocks
    Flappy Dunk
  • IOs are challenging (eg Beads.io) THey are tough to launch because have complex gameplays
    A bit like puzzle games, you need that hypercasual relatable core mechanic before thinking about the gameplay
    But they can go viral

    Paper.io
    Crowd City
    Dune
    2048Bubble
    Helix Jump
    Dunk Hit
    Hole.io
    Twisty Road!
    Splashy
    Fight List
  • We always do random brainstormings with kids, with guys older than us, with girls and so on. and we always get lots of unfiltered ideas from them because you know people dont know what we are looking for. We just ask them what game would they like to play on phone. and so we got the idea about the water slides during one of those brainstormings.
    Started as initial discussion was with Hugo - studio wanted to design an interactive io waterslide game. Hugo backed it and gave reference of Waterslide 3D VR, an Android game
    Forgiving/Fun
    Satisfying jumps, more depth
    Hack is encouraged more
    CPI ability to project yourself more onto the game
  • Khoren, Edgar, Suren

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