29
An Iterative Approach to the Development and Distribution of Social Casino Ulyana Krystaszek Product Owner

An Interative Approach to the Development and Distribution of Social Casino

Embed Size (px)

Citation preview

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

[email protected]

THANKS FOR WATCHING