Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

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Profitably Launching Jelly Splash to #1: A Marketing Postmortem Eric Benjamin Seufert Head of Marketing, Wooga

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Eric Seufert's GDC 2014 presentation: Profitably launching Jelly Splash to #1, a marketing postmortem

Transcript of Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Page 1: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Profitably Launching Jelly Splash to #1: A Marketing Postmortem

Eric Benjamin SeufertHead of Marketing, Wooga

Page 2: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Who am I?

Page 3: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Who am I?Head of Marketing at Wooga

Page 4: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Who am I?Head of Marketing at Wooga

Freemium Economics

Page 5: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

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Development @ Wooga

Page 7: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Prototype

Development @ Wooga

Page 8: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Prototype

Production Begins

Development @ Wooga

Page 9: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Prototype

Production Begins

First Playable

Development @ Wooga

Page 10: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Prototype

Production Begins

First Playable

Soft Launch

Development @ Wooga

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Prototype

Production Begins

First Playable

Soft Launch

Launch

Development @ Wooga

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Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Page 13: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Development @ Wooga

Page 14: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Development @ Wooga

●Inverted pyramid product pipeline

Page 15: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Development @ Wooga

●Inverted pyramid product pipeline●Small teams developing many prototypes

Page 16: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Development @ Wooga

●Inverted pyramid product pipeline●Small teams developing many prototypes●Stop projects early

Page 17: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Development @ Wooga

●Inverted pyramid product pipeline●Small teams developing many prototypes●Stop projects early●2 hits per year

Page 18: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What is Jelly Splash?

Page 19: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What is Jelly Splash?

●Match-3 style puzzle game

Page 20: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What is Jelly Splash?

●Match-3 style puzzle game●Soft-launched in Canada June 14, 2013

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What is Jelly Splash?

●Match-3 style puzzle game●Soft-launched in Canada June 14, 2013●Launched globally Wednesday, August 21, 2013

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What is Jelly Splash?

●Match-3 style puzzle game●Soft-launched in Canada June 14, 2013●Launched globally Wednesday, August 21, 2013●Peaked at #1 most downloaded (iPhone) in US, FR, DE, BR, NL, IS, ES, NO & others

Page 23: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

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Marketing for Mobile Games

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Marketing for Mobile Games

“I don’t need to run mobile user acquisition. If I make a great game, it will grow on

its own.”

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Marketing for Mobile Games

“I need mobile user acquisition because lots of great games are competing for attention from users.”

Page 34: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Marketing for Mobile Games

Goals of Marketing Team:

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Marketing for Mobile Games

Goals of Marketing Team:

1. Scale

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Marketing for Mobile Games

Goals of Marketing Team:

1. Scale2. Profit

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Marketing for Mobile Games

CPI = / CTR / IRCPM1000

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Marketing for Mobile Games

CPI =

Market-based

/ CTR / IRCPM1000

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Marketing for Mobile Games

CPI =

Market-based Game dependent

CPM1000 / CTR / IR

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Marketing for Mobile Games

CPITAM

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Marketing for Mobile Games

How to maximize TAM?

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Marketing Starts

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

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Marketing Starts

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Page 44: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Marketing for Mobile Games

“I don’t need to run mobile user acquisition. If I make a great game, it will grow on

its own.”

Page 45: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Marketing for Mobile GamesWho defines great?

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Marketing for Mobile GamesWho defines great?

Page 47: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Marketing for Mobile Games

or

Who defines great?

Page 48: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Marketing for Mobile Games

Maximizing TAM:

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Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)

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Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)• Market size assessment

Page 51: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)• Market size assessment• Demographic fit

Page 52: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)• Market size assessment• Demographic fit• Targeting

Page 53: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven

Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

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Data-Driven Development

Analytics

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Data-Driven Development

Analytics Experimentation

Page 56: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Data-Driven Development

Analytics Experimentation Iteration

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Analytics at Wooga

BI

Product

Gam

e T

eam

1

Gam

e T

eam

2

Gam

e T

eam

3

Analyst Analyst Analyst

} }D

ata

In

frast

ruct

ure

Page 58: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch

Strategy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Page 59: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Page 60: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch?

Page 61: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch?

●Player feedback

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Soft Launch?

●Player feedback●Market feedback

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Soft Launch?

●Player feedback●Market feedback●Iteration Cycles

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Soft Launch?

●Player feedback●Market feedback●Iteration Cycles●Scalability

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Length of Soft Launch

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Length of Soft Launch

●Metrics targets

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Length of Soft Launch

●Metrics targets●Completeness of game

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Clash of Clans

2 MonthsCA: June 14, 2012 (Th)US: August 2, 2012 (Th)

*iPhone / Downloaded

Page 69: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pet Rescue Saga

1 MonthCA: May 16, 2013 (Th)US: June 12, 2013 (Wed)

*iPhone / Downloaded

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The Hobbit: KoME

<1 MonthCA: Oct 18, 2012 (Th)US: Nov 8, 2012 (Th)

*iPhone / Downloaded

Page 71: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Boom Beach

Ongoing (5+ mths)CA: Nov 8, 2013 (Fr)AU: Jan 17, 2014 (Fr)

*iPhone / Downloaded

Page 72: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch Focus

Page 73: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch Focus

●Retention

Page 74: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch Focus

●Retention●Virality

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Soft Launch Focus

●Retention●Virality

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What is Retention?

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Retention is the most important metric

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Retention is the most important metric●Delight

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Retention is the most important metric●Delight●Player Lifetime

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The Retention Curve50% Day 1: 37 day total lifetime

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The Retention Curve40% Day 1: 30 day total lifetime

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Retention is the most important metric●Delight●Player Lifetime●Lifetime Customer Value (LTV)

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Calculating LTV“Top Down”• Curve fit monetization

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Freemium Economics, Figure 5.13

Calculating LTV: “Top Down”

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Calculating LTV“Top Down”• Curve fit monetization

“Bottoms Up”• Retention curve, ARPDAU

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Real Retention Rates

Step 1: Plot small sample of real retention rates

Calculating LTV: “Bottoms Up”

Page 87: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Step 2: Curve fit a power function

Power function

Calculating LTV: “Bottoms Up”

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Step 3: Integrate the power function

Area under the curve

Calculating LTV: “Bottoms Up”

Page 89: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating LTV: “Bottoms Up”

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Calculating LTV: “Bottoms Up”

“Segments” are distinct user groups

Page 91: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

“Two methods for calculating LTV in a spreadsheet”

Page 92: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

LTV Timeline

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LTV Timeline

180 Days

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LTV Timeline

180 Days• No discounting

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LTV Timeline

180 Days• No discounting• Practical for casual game

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LTV Timeline

180 Days• No discounting• Practical for casual game

365 Days

Page 97: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

LTV Timeline

180 Days• No discounting• Practical for casual game

365 Days• Not a “current asset”

Page 98: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

LTV Timeline

180 Days• No discounting• Practical for casual game

365 Days• Not a “current asset”• Better for longer-timeline game

Page 99: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch Focus

●Retention●Virality

Page 100: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Why is virality important?

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Why is virality important?

Page 102: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Why is virality important?

●Virality compounds user base growth

Page 103: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Defining Virality

Page 104: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Defining Virality

●Nebulous concept

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Defining Virality

●Nebulous concept●Quantifying requires assumptions

Page 106: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality

Page 107: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality

●Virality expressed as “k-factor”

Page 108: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality

●Virality expressed as “k-factor”●K-factor: additional users per new user

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Calculating Virality

K-factor of 1 = truly viral

Each new user brings additional new user

Freemium Economics, Figure 4.13

Page 110: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality

“Bottoms Up”● Number of invites * invite conversion

Freemium Economics, Figure 7.3

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Calculating Virality

“Top Down”● Period-to-period, non-paid growth

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Calculating Virality: Top Down

Day X

DNU

Page 113: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality: Top Down

Day X

DNU

“Organic”

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Calculating Virality: Top Down

Day X

DNU

“Organic”

Paid

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Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

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Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Page 117: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Paid

Page 118: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Paid

Viral

Page 119: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Paid

Viral

Page 120: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Calculating Virality: Top Down

K-factor =Viral Users (Day X + 1)

Paid + Organic (Day X)

Page 121: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Why is Virality important?

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Why is Virality important?

Freemium Economics, Figure 8.4

Page 123: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch Targets

● LTV

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● LTV● CPI

Soft Launch Targets

Page 125: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch Targets

● LTV● CPI

Page 126: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch Targets

● LTV● CPI

?

Page 127: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Page 128: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

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Soft LaunchJune 14, 2013

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Soft LaunchJune 14, 2013

2 Networks

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Soft LaunchJune 14, 2013

2 Networks• Chartboost

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Soft LaunchJune 14, 2013

2 Networks• Chartboost• Facebook

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Soft LaunchJune 14, 2013

2 Networks• Chartboost• Facebook

Roughly 2k DNU

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Jelly Splash CA Soft Launch

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Entered CA App Store

Jelly Splash CA Soft Launch

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Entered CA App Store

2K DNU

Jelly Splash CA Soft Launch

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Jelly Splash CA Soft Launch

Entered CA App Store

2K DNU“Ramp up” for Global Launch

Page 138: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

●Strong Virality

Page 139: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

●Strong Virality  Average K-factor 92%  

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Soft Launch

●Strong Virality

●Strong Retention

 Average K-factor 92%  

Page 141: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

●Strong Virality

●Strong Retention

 Average K-factor 92%  

 Minimum 50% Day 1  Retention  

Page 142: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

●Strong Virality

●Strong Retention

 Average K-factor 92%  

 Minimum 50% Day 1  Retention  

Page 143: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

CPI (iPhone): $2

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Soft Launch

CPI (iPhone): $2

CPI (iPhone): ?

Page 145: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

 Average K-factor 92% 

 CPI    $2.00   

 eCPI    $1.04   

Page 146: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

 Average K-factor 92% 

 CPI    $2.00   

 eCPI    $1.04   

If LTV > $1.04,

Page 147: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Soft Launch

 Average K-factor 92% 

 CPI    $2.00   

 eCPI    $1.04   

If LTV > $1.04, profit.

Page 148: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch

Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Page 149: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Page 150: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Page 151: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Per-unit Marketing profitable at $1.04

Page 152: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Per-unit Marketing profitable at $1.04• Large Total Addressable Market

Page 153: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Per-unit Marketing profitable at $1.04• Large Total Addressable Market

or

Page 154: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Ladder Launch

Page 155: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Ladder Launch

• Purely profitable campaigns

Page 156: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Ladder Launch

• Purely profitable campaigns• Slowly grow user base

Page 157: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Ladder Launch

• Purely profitable campaigns• Slowly grow user base• Unit economics

Page 158: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Trampoline Launch

Page 159: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Trampoline Launch

• LTV < CPI

Page 160: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Trampoline Launch

• LTV < CPI• Aim for chart position

Page 161: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Trampoline Launch

• LTV < CPI• Aim for chart position• Organic installs offset loss

Page 162: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Trampoline Launch

• LTV < CPI• Aim for chart position• Organic installs offset loss• User base economics

Page 163: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Page 164: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Page 165: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

Page 166: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Page 167: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Page 168: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Page 169: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Time Value of Money

Page 170: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Time Value of Money

Huge upfront commitment

Page 171: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Time Value of Money

Huge upfront commitment

VaR difficult to evaluate

Page 172: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Effects of Compounding

Page 173: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

Page 174: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

K-factor: 20%

Page 175: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

K-factor: 20%10 Periods

Page 176: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

K-factor: 20%10 Periods

Page 177: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

“So, Mcfly: Are you In or Out?”

Page 178: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Cost of Trampoline Launch?

Page 179: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Cost of Trampoline Launch?

• Goal of #1 chart position (iPhone / Downloaded / US)

Page 180: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Cost of Trampoline Launch?

• Goal of #1 chart position (iPhone / Downloaded / US)

• Assume US CPI of $2

Page 181: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Cost of Trampoline Launch?

• Goal of #1 chart position (iPhone / Downloaded / US)

• Assume US CPI of $2• Top Chart Position ~= 20k installs / day

Page 182: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Top 10

Installs2 66,458

Cost (CPI = $2) $132,916.00

August 2013, App Store (US, iPhone)1

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Page 183: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Top 10 Top 3

Installs2 66,458 113,247

Cost (CPI = $2) $132,916.00 $226,494.86

August 2013, App Store (US, iPhone)1

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Page 184: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

August 2013, App Store (US, iPhone)1

Top 10 Top 3 #1

Installs2 66,458 113,247 140,875

Cost (CPI = $2) $132,916.00 $226,494.86 $281,750.57

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Page 185: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

K-factor ~= 1.0

Page 186: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

August 2013, App Store (US, iPhone)*Adjusted

Top 10

Installs2 33,229

Cost (CPI = $2) $66,458.00

Global Launch Strategy

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Page 187: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

August 2013, App Store (US, iPhone)*Adjusted

Top 10 Top 3

Installs2 33,229 56,624

Cost (CPI = $2) $66,458.00 $113,247.43

Global Launch Strategy

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Page 188: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

August 2013, App Store (US, iPhone)*Adjusted

Top 10 Top 3 #1

Installs2 33,229 56,624 70,438

Cost (CPI = $2) $66,458.00 $113,247.43 $140,875.14

Global Launch Strategy

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Page 189: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

Top 10 Top 3 #1

Page 190: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

Top 10 Top 3 #1

Page 191: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

56k

Top 10 Top 3 #1

Page 192: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

56k70k

Top 10 Top 3 #1

Page 193: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

56k70k

Top 10 Top 3 #1

Page 194: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Nothing in Freemium Looks Like That.

Page 195: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch StrategyN

um

ber

of

Insta

lls

App Store Rank

This…

30k

Page 196: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch StrategyN

um

ber

of

Insta

lls

App Store Rank

…should be this:

30k

Page 197: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Increasing exponential function

Page 198: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Increasing exponential function• Rate of price increases is increasing

Page 199: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Increasing exponential function• Rate of price increases is increasing• #10 -> #3 -> #1 separated by orders of

magnitude

Page 200: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Target Markets:

Page 201: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Target Markets:

Page 202: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Target Markets:

Page 203: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Target Markets:

Page 204: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

• Target Markets:

Page 205: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Adjusted estimates:

Country US

Cost1 $200,000

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Page 206: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Adjusted estimates:

Country US

Cost1 $200,000

Adj. Cost3 $104,166

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Page 207: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Adjusted estimates:

Country US DE

Cost1 $200,000 $37,600

Adj. Cost3 $104,166 $19,583

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Page 208: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Adjusted estimates:

Country US DE FR

Cost1 $200,000 $37,600 $26,000

Adj. Cost3 $104,166 $19,583 $13,541

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Page 209: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Adjusted estimates:

Country US DE FR NL

Cost1 $200,000 $37,600 $26,000 $20,800

Adj. Cost3 $104,166 $19,583 $13,541 $10,833

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Page 210: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Adjusted estimates:

Country US DE FR NL BR

Cost1 $200,000 $37,600 $26,000 $20,800 $15,400

Adj. Cost3 $104,166 $19,583 $13,541 $10,833 $8,020

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Page 211: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

Page 212: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

#1 in 5 Markets1:

(1) Assumes no featuring

Page 213: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor

(1) Assumes no featuring

Page 214: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor• $2 CPI

(1) Assumes no featuring

Page 215: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor• $2 CPI

$150k for launch week

(1) Assumes no featuring

Page 216: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor• $2 CPI

$150k for launch weekSet budget to $250k

(1) Assumes no featuring

Page 217: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Page 218: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

Page 219: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

Staggered Launch

Page 220: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

Staggered Launch• 1 country per day

Page 221: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

Staggered Launch• 1 country per day

Release game globally on Thursday

Page 222: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

Staggered Launch• 1 country per day

Release game globally on Thursday

23 Networks

Page 223: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

Staggered Launch• 1 country per day

Release game globally on Thursday

23 Networks

“Burst” campaigns in each country

Page 224: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

“Over-budgeted” by 25%

Page 225: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

“Over-budgeted” by 25%

Social media outreach (Wooga has >20MM Facebook fans)

Page 226: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Launch Logistics

“Over-budgeted” by 25%

Social media outreach (Wooga has >20MM Facebook fans)

Cross-promotion from Wooga titles

Page 227: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Burst Schedule

Fri, 23/8

Page 228: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Burst Schedule

Fri, 23/8 Sat, 24/8

Page 229: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Burst Schedule

Fri, 23/8 Sat, 24/8 Sun, 25/8

Page 230: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Global Burst Schedule

Fri, 23/8 Sat, 24/8 Sun, 25/8 Wed, 28/8

Page 231: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Burst results

Page 232: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Burst results

●#1 in all target countries1

(1) iPhone / downloaded

Page 233: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Burst results

●#1 in all target countries1

●1MM downloads in 5 days

(1) iPhone / downloaded

Page 234: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Burst results

●#1 in all target countries1

●1MM downloads in 5 days●Top 10 in other key countries

(1) iPhone / downloaded

Page 235: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Post Launch

• Strong retention meant revenue didn’t drop after burst

Page 236: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Post Launch

21/8/13 22/8/13 23/8/13 24/8/13 25/8/13 26/8/13 27/8/13 28/8/13 29/8/13 30/8/13 31/8/13 1/9/13 2/9/13 3/9/13 4/9/13 5/9/13 6/9/13

DNU Daily USD

Page 237: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Learn

ed

Etc.

Marketing fo

r Mobile

Games

Page 238: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What We Learned

• “Bursting” can be profitable

Page 239: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:

Page 240: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:• Top 10 += 30k DNU (US, iPhone)

Page 241: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:• Top 10 += 30k DNU (US, iPhone)• Top 3 += 50k DNU (US, iPhone)

Page 242: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:• Top 10 += 30k DNU (US, iPhone)• Top 3 += 50k DNU (US, iPhone)

• Most networks overpromised burst-day volume by 20%

Page 243: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What We Learned

• Virality decay

Page 244: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

What We Learned

• Virality decay• K-factor decreased to 84% / eCPI increased by

28%

• Increased networks kept CPIs flat

Page 245: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

4 Key Take-Aways

Page 246: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

4 Key Take-Aways

• Long Soft Launch

Page 247: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

4 Key Take-Aways

• Long Soft Launch

• LTV Estimation

Page 248: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

4 Key Take-Aways

• Long Soft Launch

• LTV Estimation

• Market Analysis

Page 249: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

4 Key Take-Aways

• Long Soft Launch

• LTV Estimation

• Market Analysis

• Virality is King Maker

Page 250: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Wooga

http://wooga.com

Page 251: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Questions?

Page 252: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Book Giveaway!

Page 253: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Book Giveaway!

Page 254: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

Page 255: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger

Page 256: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger• Rat

Page 257: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger• Rat• Vulture

Page 258: Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger• Rat• Vulture• Bat