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Tips for the Indie Web Game Developer moving to Mobile

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Presentation on theme: "Tips for the Indie Web Game Developer moving to Mobile"— Presentation transcript:

1 Tips for the Indie Web Game Developer moving to Mobile

2 About Me Chris Hughes Co-Founder, Head of Community and Product
FGL.com skype: chris_fgl Takeaway: Chris Hughes is awesome.

3 Welcome to the Indie Era
- Right now, as an indie game developer, you can reach as far as you want - Many companies are focusing on indies - Many games that are popular now can be developed in a matter of months by a small team or even an individual It is cool to be indie

4 Welcome to the Indie Era
- Don't let it slip away - if you don't expand, others (probably larger companies) will swoop in to settle the new land

5 Web, Mobile, or Web AND Mobile?
- Still a lot of money and people on web - web/social/casual games industry is estimated to be worth ~$6.7Billion in 2013 - Web games on FGL are selling for more than ever before.

6 Web, Mobile, or Web AND Mobile?
- But, we all know Mobile is huge

7 Web, Mobile, or Web AND Mobile?
- Games listed on FGL selling both web and mobile licenses sell, on average, 4x higher than games just listing web - Most publishers on FGL want both web and mobile licenses

8 Other reasons to do both Web and Mobile
- Cross promotion getting better from web to mobile (not much data on things going the other way, yet) - You can test your game on a large, easily accessible market (the web) before moving it to a large, hard to access market (mobile) - Why not?

9 Design with mobile in mind
- Mouse only / touch screen friendly - resolution / scale - UI - These things usually do better on the web as well, anyway!

10 Design with business model in mind
- the same model doesn't always work for both web and mobile - Do not just assume you have to use in-game purchases as your business model!!!!!

11 Porting an old game or building a new game
- Tools: Holy cow, do you have options! *source: developereconomics.com

12 Finding a Publisher - Why? - Publishers are your friends
- Most of them, anyway

13 Finding a Publisher - Traditional Mobile Publishers have a very narrow view - They want AAA content only (And that’s by their criteria) - They want to make millions per game - They want most of the innovation to happen on the business layer - They are afraid to risk money

14 Finding a Publisher - Current, more savvy, Mobile Publishers have a broader view - They want a mix of games - They cross promote games, and send most traffic to the top performers - They want innovation to be spread across gameplay, business, and distribution - They are willing to put money up front (they believe in the game) - Usually, they want both web and mobile rights

15 Miscellaneous tips - game rating
- You should ask a user to rate your game after playing for a certain amount of time - Positive ratings will go up an order of magnitude if you do this right - Otherwise, most reviews are due to technical issues (and these are bad ratings)

16 Miscellaneous tips - cross promotion - do it
Early cross-promotion, then ramp down Ongoing cross promotion with newly released games

17 Miscellaneous tips - pricing changes
For many games, charging more (within reason) does not decrease the number of installs/purchases.

18 Looking forward - The lines between "web" and "mobile" are blurring
- By focusing on both, you will be ahead of the game

19 Questions?


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