Christopher Parschat Lead Product Manager
In October 2010…
? What’s next
Our prototype
Game Concept
Oct Dec Jan-Mar
Historical Timeline
Jun-Nov Nov-Feb
Development
Mar
Concept Launch Development Launch Optimization
2010 2011 2012
Oct Dec Jan-Mar
Historical Timeline
Jun-Nov Nov-Feb
Development
March
Concept
Launch
Development Launch Optimization
2010 2011 2012
0.0
0.5
1.0
1.5
14-Mar 29-Mar 13-Apr 28-Apr 13-May
Released in March
mill
ion
s In May,
1mio daily active users
Daily Active Users
Oct Dec Jan-Mar
Historical Timeline
Jun-Nov Nov-Feb
Development
March
Concept
Development for iOS
Launch Optimization
2010 2011 2012
Launch
● Successful game
● Made for touch
● Optimize for few devices
● Seamless payment flows
Why?
• Top 10 grossing
game in 34 countries
• >20mn downloads
• 4.5 rating
One year
later…
5 Key Learnings
1. Native Feel Redesign UI
1. Native Feel Redesign UI
1. Native Feel Redesign UI
1. Native Feel First Test
● Timing
● Scoring
● Balancing
● Number of gems
Tweaking 1. Native Feel
1. Native Feel Redesign UI
1. 2.Accessibility First loading screens
Argh, when can I play?
Quick Access
Play after just 1 click!
1. 2.Accessibility
Funnel Tracking 1. 2.Accessibility
Users entering Tutorial Start Game 1
End Game 1 Start Game 2
End Game 2 …
Tutorial Finished
100%
x%
Tutorial 1. 2.Accessibility
Tutorial 1. 2.Accessibility
● Just-in-time
information
● Pacing of new features
1. 2. 3.Social
Facebook Connect
Player sends request to friend
Friend receives request
8x Logged in players are 8x more likely to spend money
Monetization
2x Logged in players play twice as long
Activity
1.9mio 1.9mio visitors come each month from Facebook
Virality
1. 2. 3.Social Why FB connect?
8x Monetization
2x Activity
1.9 mio Visitors per month
64%
● Networking
● Login rate
Challenges 1. 2. 3.Social
Improving Login Rate 1. 2. 3.Social
● Networking
● Login rate
● Keep up with flash version
● Score balancing
Challenges 1. 2. 3.Social
Score balancing 1. 2. 3.Social
Score balancing 1. 2. 3.Social
1. 2. 3. 4. iPad Redesign UI
1. 2. 3. 4. iPad Redesign UI
1. 2. 3. 4. iPad Redesign UI
1. 2. 3. 4. iPad Redesign UI
1. 2. 3. 4. iPad Build Limit
>20mb
1. 2. 3. 4. iPad Build Limit
20mb
1. 2. 3. 4. iPad Re-use Assets
1. 2. 3. 4. 5.Post-Launch
Treatment
Daily Active Users
Dec 2011 Jul 2012 Mar 2012
1. 2. 3. 4. 5.Post-Launch
Treatment
1 update per month
Pre-Launch Post-Launch
• Magic Powers • Better networking • iPad (retina)
• Color Splash • Better balancing • Deeper FB integration
Launch
1. 2. 3. 4. 5.Post-Launch
Treatment
Bookings
Dec 2011 Jul 2012 Mar 2012
Color Splash
Magic Powers
May 2012
1. Native Feel 2. Accessibility 3. Social
4. iPad 5. Post-Launch Treatment
Pre-Launch
Post-Launch
Launch
5 Key Learnings
Today…
? What’s next
…? 2010 2012 2011
wooga.com/jobs
Any questions ? Christopher Paschat
Lead Product Manager twitter.com/curisu