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Rovio © 2016 Confidential. All rights reserved.
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Cyril Barrow, Rovio Entertainment

Jan 26, 2017

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Page 1: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

Page 2: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

Why a gated process allows more

freedom of creation.

Cyril Barrow

VP operations - Rovio

Page 3: Cyril Barrow, Rovio Entertainment

From Hardware...

Who isCyril Barrow ?

to... Free to Play....

20 years leading people, products and processes

Helsinki

Page 4: Cyril Barrow, Rovio Entertainment

We don’t build just a fun game!

· What is the goal of a game studio?

· What is the game plan?

· The gates: how the plan is reviewed, how games are killed

· The freedom: How to unleash the potential

Rovio © 2016 Confidential. All rights reserved.

ConceptMarket

research + prototype

Pre prod Production Soft launch Live OPS

Page 5: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

The goal (of a game studio)

Page 6: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

“Consistently

reliable delivery

of great games”

Dull, serious, bland

Cool, innovative, exciting

Page 7: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

reliable delivery =

· a game that comes on time to the market

· a game which cost and scope are understood

· a game we can build (efficiently)

· a game that is not just a successful execution of a plan

Page 8: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

great games =

· a game for your audience

· a game that customer want and are ready to pay for

· a game you can learn from

Page 9: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

To sum up:

We need to put a process in place in order to maximize the

chances of delivering great games.

Page 10: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

What’s the plan?

Page 11: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

We need to understand:

· Strategy

· Marketing plan

· Design

· Production

Making a game is not just about designing a fun game.

Page 12: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

· Strategy (market research)

audience

competition

goal

why is it a good game for us

· Marketing plan

User Acquisition

Page 13: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

· Design

fun & depth

retention

monetisation

live operations

risks

· Production

lead time & cost

scope

people

process & risks

Page 14: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

To sum up:

Planning to make a fun game is not enough.

Think:

- audience

- customers acquisition

- retention and monetization

- how you can build the game

so… how do we check the plan?

Page 15: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

The gateshow the plan is reviewed, how games are killed

Page 16: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

ConceptMarket

research + prototype

Pre prod Production Soft launch Live OPS

12 months8 months

3 gates:

Page 17: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

More on…

the production gate

Page 18: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

Quality

Scope

BudgetTime

Quality > Time

But that doesn’t mean time and dates are not important!

Q = f(S+B+T)

Page 19: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

In a world where Quality is #1 but Time and Cost are critical,

SCOPE is the key weapon.

Page 20: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

To sum-up:

Design clear check-points in your process.

Do you have a strategy

Do you have a marketing and design plan

Do you have a production plan

Be prepared to kill games.

Page 21: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

The freedomUnleash the potential

Page 22: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

ConceptMarket

research + prototype

Pre prod Production Soft launch Live OPS

- Check-points are clearly defined. No surprises.

- The management respects freedom outside the check-points.

- The product owner holds the responsibility.

Page 23: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

No more

You are able to auto evaluate your project

Page 24: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

Scrum

Working Software Updated Backlog Velocity-Based Reporting

Freedom doesn’t mean no visibility.

Page 25: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

To sum up:

- Creative teams are empowered.

- Check-points are clear and allow self assessment.

- Visibility is built in the process.

Page 26: Cyril Barrow, Rovio Entertainment

Rovio © 2016 Confidential. All rights reserved.

Conclusion

Page 27: Cyril Barrow, Rovio Entertainment

If you don’t have a complete plan, don’t go to

production.

Rovio © 2016 Confidential. All rights reserved.

then RUN!

Because you have to validate all your assumptions

with real users ASAP.

But if you do…

Page 28: Cyril Barrow, Rovio Entertainment

Thank you!Cyril Barrow

VP operations – Rovio

[email protected]