how to build an indie game-as-a-service (on a super low budget)

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How to build an indie Game-as-a-Service (on a super low budget)

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Page 1: How to build an indie Game-as-a-Service (on a super low budget)

How to build an indie Game-as-a-Service(on a super low budget)

Page 2: How to build an indie Game-as-a-Service (on a super low budget)

Hello!I am Carsten Kisslat

Game Designer and Production Consultant, based in London

Co-founder of Robot Riot, a small but beautifully formed indie game studio

Page 3: How to build an indie Game-as-a-Service (on a super low budget)

How to build a super low budget GaaS …… without external funding

… with a $40 Facebook-Ad-voucher

… with a team spread over 2 countries and 4 cities

… and NOT “mobile first”

Page 4: How to build an indie Game-as-a-Service (on a super low budget)

The Fishing Club 3D

Page 5: How to build an indie Game-as-a-Service (on a super low budget)

The Fishing Club 3D

Page 6: How to build an indie Game-as-a-Service (on a super low budget)

The Fishing Club 3D

Page 7: How to build an indie Game-as-a-Service (on a super low budget)

The Fishing Club 3DFacebook Canvas App (launched 11/2013)

Free-to-play MMO

Next-Gen Social

Club vs Club

Built with Unity3D

Page 8: How to build an indie Game-as-a-Service (on a super low budget)

Some metricsAvg. session time per player: 35 minutes

Up to 10,000 Daily Active Users (DAU)

Up to 2,000 concurrent users (CCU) at peak time

Live in Europe, North America, Asia

Main markets western & northern Europe / USA

Page 9: How to build an indie Game-as-a-Service (on a super low budget)

RequirementsSoftware licences

Graphics

Sound

Servers (scaling!)

Marketing (FB)

Customer support

Payment provider (FB)

Distribution platform (FB)

Analytics (GA)

Page 10: How to build an indie Game-as-a-Service (on a super low budget)

Requirements

Development took 8 months

Page 11: How to build an indie Game-as-a-Service (on a super low budget)

Requirements

Revenue from day 1

Page 12: How to build an indie Game-as-a-Service (on a super low budget)

So how can 5 guys in 4 cities with no budget

create an international business?

Page 13: How to build an indie Game-as-a-Service (on a super low budget)

Core teamClient & server development

Game design / Prod. Mngmt

2D & 3D graphics

Analytics

Marketing / PR

Community Support

ExternalSound design (Sound of Games)

Additional 3D assets (Digital Steam)

Accounting

Legal

Page 14: How to build an indie Game-as-a-Service (on a super low budget)

Keep the costs downNo salaries until revenue covers costs: Boot-strapping, equity and revenue share deals with external partners.

IT-Infrastructure costs were marginal when we started (€29 / month)

Graphic & sound asset costs were marginal. Embrace the Unity Asset Store! (e.g. €65 for Nature Asset Pack. Approx. $200 for sounds, title theme and jingles (sounddog.com) )

Development tool costs were marginal or zero

Virtual studio setup: A (free) team chat is our office

Page 15: How to build an indie Game-as-a-Service (on a super low budget)

DevelopmentMinimum viable product/features BUT maximum viable documentation

Unity3D instead of custom engine

Agile decision making and execution

No HIPPO. No politics. No greenlighting. No BS.

Team chat + Agile PM tools = EFFICIENCY!

Launch version was not perfect but good enough™

Page 16: How to build an indie Game-as-a-Service (on a super low budget)

Key decisionsTechnology: Unity3D offers rapid prototyping/development and cross-platform support

Web-first strategy: Facebook Canvas App (No approval process. Deploy anytime. Low player acquisition costs. Still huge audience on desktop. Still good virality and discoverability.)

Sustainable monetization design (avg. 6+ payments / paying player. Paying players show super high retention.)

Super simple core game loop with universal archetypal appeal.

Strong focus on community building (in-game chat) and Club vs Club gameplay.

Rapid feature and content updates (and bug fixes)

International business from day 1

Page 17: How to build an indie Game-as-a-Service (on a super low budget)

Marketing & Player AcquisitionComfortable niche with an emerging audience

$40 FB Ad voucher —> $400 revenue

Extremely low CPI on Facebook (as low as $0.20 vs $1-3 on mobile)

Profitable campaigns enable organic growth

Lookalike audiences work very well on Facebook

Page 18: How to build an indie Game-as-a-Service (on a super low budget)

Customer SupportEssential for building trust

Trust is essential for converting players into payers

Well behaved mature community (most of the time)

Clubs moderate themselves

Google Translate is my best friend

Page 19: How to build an indie Game-as-a-Service (on a super low budget)

Wrap it upWe couldn’t have done this 10 years ago without external funding

Freemium tools and services enabled us to build a freemium international business

Facebook Canvas was the perfect platform for take-off

Full control of IP and decision making process

Organic growth with lots of headroom left

Next stop: mobile

Amazing learning curve and experience!

Page 20: How to build an indie Game-as-a-Service (on a super low budget)

Thank you! [email protected]

@carstenkisslat

my blog: www.kisslat.com