![]() It doesn’t have to be tangible stuff - even sending them free stuff in-game, putting some vanity items or a special “tester” status will do. So make sure you have some nice rewards for your testers. Remember - gamers like to be first, they like devs who listen to them, and they like feeling special. Go back to the forums and start recruiting testers. Now that you’ve identified your audience, it’s time to start engaging with them.Don’t be afraid to go into forums, talk to gamer friends, find online communities on FB, reddit etc Look at your competitors - what are they doing? Where are they active? How do they position themselves? Figure out where you can do a better job - be it your core design, your art, your messaging… play to your strengths!.Ask yourself the three “W”s- Who is my audience? Where is my audience? What other games are they playing? You must figure out the answers for these questions before you go any further. Once you have a core loop, it’s time to do some thinking.This can be an entire lecture by itself - so let’s just say that having a rock-solid core loop is crucial, before anything else. And ask the right questions! Check what people liked. Not only on yourself - but on everyone you possibly can. Test, test, test! Make a playable MVP ASAP and start testing it. It doesn’t matter how big your pockets are or if you have a license for a great IP - if you want to make a game that will grow, and keep growing - your design must be solid. Well, in games, this saying should be “design is king”. Back in the day when I was doing SEO, we had a saying - “content is king”.What’s next? How do you get users? Where do you start? How do you reach your first 1k DAUs? Or 10k? And how do you do that without spending big bucks? Well, let’s dive in. So you have a great game concept and you built a prototype.11 years in the business, 5 years in the games industry I’ve worked with Mytopia, Win, Tacticsoft and a few other companies Now I’m Consulting, mostly for early-stage game startups.This will be an intro-level lecture, as I only have 20 minutes to cover a gamut of topics - so unfortunately I won’t have time to go in-depth into everything - but feel free to touch base with me after the lecture if you want to dive deeper into a specific topic. In this talk, I’m going to go over some examples of scaling, reveal a few insider tips and warn you of some pitfalls when pushing your app through soft launch and beyond. I’ve been around many games and saw how success and failure feels like.Results – over 1k testers within 3 days for free.Open Alpha launched on Android in April ‘16.Results – over 50k free downloads within a week, 6.In June ‘16, was covered by “Ssundee” – a streamer.Inside the niche – but outside as well!Ĭharacter concepts in its logo to generate.Pro tip #2: (Android) use HTML formatting for.Pro tip #1: Use auto-complete to come up with.Go for long tale, don’t try to beat your competitors on.Pro tip: Buy Tier 3 traffic – it’s cheap,. ![]() Facebook and Chartboost are your safest bets.Planetside 2 shares their feature roadmap Players are – don’t force them to come to How do you take a prototype and scale it.To the Stars! Scaling your Game from Concept to Soft Launch (and Beyond!) | Adir Ron ![]()
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