Designing a 100 million player racing game by Vladimir Funtikov (Creative Mobile)

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Designing a 100 million player racing game Vladimir Funtikov Co-founder, Creative Mobile

Transcript of Designing a 100 million player racing game by Vladimir Funtikov (Creative Mobile)

Page 1: Designing a 100 million player racing game by Vladimir Funtikov (Creative Mobile)

Designing a 100 million

player racing game

Vladimir Funtikov

Co-founder, Creative Mobile

Page 2: Designing a 100 million player racing game by Vladimir Funtikov (Creative Mobile)

Decisions, decisions…

Platform

Game

Business model

Technology: client

Technology: server

Retention

Marketing

Page 3: Designing a 100 million player racing game by Vladimir Funtikov (Creative Mobile)

Which platform? in 2011:

New market, weak

competition

Familiar technology

Android ftw!

in 2012:

Lots of opportunities

everywhere!

Android + iOS + WP +

Browser/FB + ?

Page 4: Designing a 100 million player racing game by Vladimir Funtikov (Creative Mobile)

What game? in 2011:

Lightweight, simple tech

Short sessions

Catchy name

Short time to market

in 2012:

High-end, sophisticated

Long lifecycle

Brand building

“When it’s done”

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What business model? in 2011:

Premium not an option

No IAP support until May

Billing issues

Limited advertising options:

banners, some interstitials

Ad-supported game

in 2012:

Premium somewhat viable

IAP revenue can be huge

Carrier billing

Tons of available ad formats:

banners of all sizes, videos,

incentivized, etc

Freemium with non-intrusive

advertising

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Technology: client in 2011:

A handful of low-end devices

(<1GHz single-core, 480x320)

Build size is an issue

Few high-end games

struggling

Single target platform

Custom lightweight engine +

DIY physics model

in 2012:

Devices are awesome (2-4

cores + GPU + Full HD)

<50 Mb (GP), <100 Mb (iTunes)

Plenty of high-end games doing

well

Cross-platform is a must

Unity Pro + dedicated vehicle

physics engine

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Technology: client

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Technology: server in 2011:

Expected players: <1M

Simplest multiplayer

Data on client

A few PHP scripts +

MySQL database

in 2012:

100M players

MMO gameplay

Data on server

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Retention in 2011:

Let’s get some players, and

then we’ll see

Gear ratio tuning

Fan forum

Facebook page

in 2012:

We need user-generated

content!

Better upgrades, better tuning,

awesome customization,

teams in multiplayer, in-game

messaging, …

Social media campaign months

before launch

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Marketing in 2011:

No money

No brand

No connections

Guerrilla marketing

Icon & keyword optimization

Attention-grabbing name

Free reviews

in 2012:

We need to build a brand

Console-like approach

Trademarkable name

Review on top sites

Featuring

Social media

Presentation at Gamescom

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Marketing

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The end!

are hiring!! www.creative-mobile.com/careers

[email protected]

Vladimir FuntikovCo-founder

[email protected]

@creativemCEO