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An Iterative Approach to the Development
and Distribution of Social Casino
Ulyana Krystaszek
Product Owner
Focused on
synchronous
multiplayer
games for most
of our existence
60+ people
and
growing
Social
casino,
arcade and
skill games
Online
gaming
company
Founded
10+ years
ago
Office in
Krakow
city center
39 M
Registered users
3.1 M
Active users per month
70k
DAU
4
Slot in Slots — how it started
Slot in Slots — how it started
Goal:
ernrich company portfolio
with 5-reel slots game
Threats:
highly-competitive market
of social casino
Our approach:
deliver minimum viable product
(MVP) and plan next actions
according to feedback received
5
MVP AND
BEYOND
Releasing basic functionality, with
minimum features set (3 machines and
social features).
Collecting data, and adjusting next releases
to results and observations of players
behavior
Releasing next features as soon as possible,
to see the impact
Decisions: data driven vs. intuition
Balancing from different sources of
inspirations
6
BACKLOG
INSPIRATIONS:
Minimum features set (MVP,
“Minimum awesome product”)
Market situation
Industry standards
Company strategy/stakeholders
Team vision / Tasks, motivating for
developers
Players feedback
Graphics
adjusted to
different cultures
Various platforms
- various types of
players (casual,
hardcore, etc)
Prices adjusted
to purchase
power of local
market
Mobile vs. Web,
adjust both UI &
game design
AND MORE INSPIRATIONS: ADAPTATION
ADAPTATION: MOBILE
ADAPTATION: MOBILE LOBBY
ADAPTATION: MACHINES UNLOCKS
ADAPTATION: MACHINES ORDER
12
IDEAS ARE
USELESS
UNTIL USED One Big idea < lots of small ideas
Once you come up with idea, you can't tell
if it's good or bad, you are still the creator
Ship it and see how it's received
Do it often, and create environment
appropriate for iterative cycle
13
FAIL FAST,
FAIL OFTEN
Failure = learning
Enable fast and smooth releases
(continuous integration)
Being agile ≠ not having a plan
Operations and responsibilities inside of
the team
Recovering from failures (postmortems,
retrospectives)
A/B tests,
staged roll-out
Ownership releases responsibility
(cross-functional team)
Players feedback
(read between the lines)
Do not over-invest your time
HOW IT WORKS FOR US
15
A/B TESTS
”ADD COINS” BUTTON
16
A/B TESTS
MOBILE SHOP
17
Bring innovation, by adding
multiplayer mode to classic single-
player game; interesting for both
Slots and Bingo players
TRUE STORY#1. BINGO SLOTS
Mission:
Slots with elements of Bingo
Solution:
18
BINGO SLOTS: HOW IT WORKS
19
BINGO SLOTS:
HOW IT WORKS
Players joins one of three “rooms” with
different bets
All players in one room see same
machine
Players can add up to 5 coupons
Coupons have patterns, that need to be
filled
Symbols on reels have numbers too, and
once paylines are hit, numbers are
scored on coupon
First one to score all 5 numbers on
coupon and claim and claim “Bingo” wins
20
BINGO SLOTS:
LESSONS LEARNED
Adding totally new gameplay to typical
slots maybe not a very best idea
Machine interesting for rather small
niche
Assets later re-used in next project
System of “multiple players on one
machine” later used in tournaments
Was fun to work on, change of focus for
the team
21
introduce more casino-inspired
elements; create place for high-rollers to
spend their coins; give unique content
for current players; see how fast we can
release new machine.
TRUE STORY#2. GOLDEN REELS
Mission:
Golden Reels - machine, using graphics,
created for Bingo Slots, offering free
spins powered by “Lucky Tickets”
Solution:
22
GOLDEN REELS : HOW IT WORKS
23
GOLDEN REELS:
HOW IT WORKS
Machine is offering higher and more
frequent wins, than others
Players are not spending coins from their
account, but wins are added
Lucky Ticket type offer various basic bets
Lucky Tickets can be purchased, but as
well can be received for free in some
community-management activities
24
GOLDEN REELS:
LESSONS LEARNED
Sometimes your MVP can be really
minimum
or “how to recycle your assets and make
some money on it”
Cross-functional team is a bless, ideas
coming from everywhere
We basically added other, more
interactive option to purchase coins.
25
create social features, set deeply in
the core gameplay; empower
players communication connected
to game outside of the game.
TRUE STORY#3: POWER-UPS AND CASHBACKS
Mission:
Power-ups, boosting gameplay
distributed via viral channels,
including mutual appreciation
system for sender and receiver.
Solution:
26
POWER-UPS: HOW IT WORKS
27
POWER-UPS: HOW IT WORKS
Player receive power-up from their friend, use it on the machine,
and once they win, players friend, who sent power-up, will receive some coins.
28
POWER-UPS:
LESSONS LEARNED
Players would come back to spin with
friends power-ups and send cashbacks
Interactive gifts, requiring investment of
time, are more appreciated
Social pressure of not sending cashback
Community building&beta-testers aspect
can't be underestimated
ukrystaszek@ganymede.eu
THANKS FOR WATCHING

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An Interative Approach to the Development and Distribution of Social Casino

  • 1. An Iterative Approach to the Development and Distribution of Social Casino Ulyana Krystaszek Product Owner
  • 2. Focused on synchronous multiplayer games for most of our existence 60+ people and growing Social casino, arcade and skill games Online gaming company Founded 10+ years ago Office in Krakow city center
  • 3. 39 M Registered users 3.1 M Active users per month 70k DAU
  • 4. 4 Slot in Slots — how it started Slot in Slots — how it started Goal: ernrich company portfolio with 5-reel slots game Threats: highly-competitive market of social casino Our approach: deliver minimum viable product (MVP) and plan next actions according to feedback received
  • 5. 5 MVP AND BEYOND Releasing basic functionality, with minimum features set (3 machines and social features). Collecting data, and adjusting next releases to results and observations of players behavior Releasing next features as soon as possible, to see the impact Decisions: data driven vs. intuition Balancing from different sources of inspirations
  • 6. 6 BACKLOG INSPIRATIONS: Minimum features set (MVP, “Minimum awesome product”) Market situation Industry standards Company strategy/stakeholders Team vision / Tasks, motivating for developers Players feedback
  • 7. Graphics adjusted to different cultures Various platforms - various types of players (casual, hardcore, etc) Prices adjusted to purchase power of local market Mobile vs. Web, adjust both UI & game design AND MORE INSPIRATIONS: ADAPTATION
  • 12. 12 IDEAS ARE USELESS UNTIL USED One Big idea < lots of small ideas Once you come up with idea, you can't tell if it's good or bad, you are still the creator Ship it and see how it's received Do it often, and create environment appropriate for iterative cycle
  • 13. 13 FAIL FAST, FAIL OFTEN Failure = learning Enable fast and smooth releases (continuous integration) Being agile ≠ not having a plan Operations and responsibilities inside of the team Recovering from failures (postmortems, retrospectives)
  • 14. A/B tests, staged roll-out Ownership releases responsibility (cross-functional team) Players feedback (read between the lines) Do not over-invest your time HOW IT WORKS FOR US
  • 17. 17 Bring innovation, by adding multiplayer mode to classic single- player game; interesting for both Slots and Bingo players TRUE STORY#1. BINGO SLOTS Mission: Slots with elements of Bingo Solution:
  • 19. 19 BINGO SLOTS: HOW IT WORKS Players joins one of three “rooms” with different bets All players in one room see same machine Players can add up to 5 coupons Coupons have patterns, that need to be filled Symbols on reels have numbers too, and once paylines are hit, numbers are scored on coupon First one to score all 5 numbers on coupon and claim and claim “Bingo” wins
  • 20. 20 BINGO SLOTS: LESSONS LEARNED Adding totally new gameplay to typical slots maybe not a very best idea Machine interesting for rather small niche Assets later re-used in next project System of “multiple players on one machine” later used in tournaments Was fun to work on, change of focus for the team
  • 21. 21 introduce more casino-inspired elements; create place for high-rollers to spend their coins; give unique content for current players; see how fast we can release new machine. TRUE STORY#2. GOLDEN REELS Mission: Golden Reels - machine, using graphics, created for Bingo Slots, offering free spins powered by “Lucky Tickets” Solution:
  • 22. 22 GOLDEN REELS : HOW IT WORKS
  • 23. 23 GOLDEN REELS: HOW IT WORKS Machine is offering higher and more frequent wins, than others Players are not spending coins from their account, but wins are added Lucky Ticket type offer various basic bets Lucky Tickets can be purchased, but as well can be received for free in some community-management activities
  • 24. 24 GOLDEN REELS: LESSONS LEARNED Sometimes your MVP can be really minimum or “how to recycle your assets and make some money on it” Cross-functional team is a bless, ideas coming from everywhere We basically added other, more interactive option to purchase coins.
  • 25. 25 create social features, set deeply in the core gameplay; empower players communication connected to game outside of the game. TRUE STORY#3: POWER-UPS AND CASHBACKS Mission: Power-ups, boosting gameplay distributed via viral channels, including mutual appreciation system for sender and receiver. Solution:
  • 27. 27 POWER-UPS: HOW IT WORKS Player receive power-up from their friend, use it on the machine, and once they win, players friend, who sent power-up, will receive some coins.
  • 28. 28 POWER-UPS: LESSONS LEARNED Players would come back to spin with friends power-ups and send cashbacks Interactive gifts, requiring investment of time, are more appreciated Social pressure of not sending cashback Community building&beta-testers aspect can't be underestimated