It's not a product, it's a service!

24
It’s not a product, it’s a service! Maciej Mróz CTO, Ganymede [email protected]

description

 

Transcript of It's not a product, it's a service!

Page 1: It's not a product, it's a service!

It’s not a product, it’s a service!

Maciej Mróz

CTO, Ganymede

[email protected]

Page 2: It's not a product, it's a service!

Focused on synchronous multiplayer games for most of our existence

Office in

Kraków

city center

Online

gaming

company

60+ people and growing

Social casino, arcade and skill games

Online

gaming

company

About Us

Founded 10+ years ago

Office in Kraków city center

2

Page 3: It's not a product, it's a service!

Social

casino

Casual

Multiplayer

• Social casino

• Casual multiplayer

• Multiple platforms

• Web

• Social networks

• Mobile

Our Products

Page 4: It's not a product, it's a service!

4

More than game development

Community management

Server operations

Data analytics

Marketing

Web development

4

Page 5: It's not a product, it's a service!

Making it work

5

Development Process

Data

Technology

People

Page 6: It's not a product, it's a service!

Development Process

“Lean startup” approach

6

Validate your game idea first

•Everything else usually can be deferred

•MVP is probably half of what you think it is

Every game is a learning opportunity

Be prepared for the unexpected

Careful about future proofing by developers

Page 7: It's not a product, it's a service!

Team dedicated to a game may actually grow post release

Users expect new content/features to be delivered on regular basis

A lot of effort spent on optimization • A/B testing

experiments • Exploratory analytics

Successful games are serving players for many years

Development Process

Release is only the beginning...

7

Page 8: It's not a product, it's a service!

Development Process

Scrum in game production

8

Page 9: It's not a product, it's a service!

Development Process

Scrum in game production

9

Does not apply to prototyping process (ad-hoc 2-3 person teams)

Dedicated Product Owners and Scrum Masters

External training/coaching absolutely worth it

Getting it right is very challenging

Page 10: It's not a product, it's a service!

Development Process

Scaling game development/operations

10

Game teams are independent of each other

Shared technology •GitHub-like development model

•Some oversight necessary

Teams handle big part of operations

Page 11: It's not a product, it's a service!

Data

Analytics = process + tools

11

• Leaning more to the process side

• Tools are a solvable problem

• Collection/storage is cheap

• Analysis is a significant investment

• Data science know-how takes a lot of

time to develop and is hard to acquire

• Third party tools are getting better

Page 12: It's not a product, it's a service!

Data

Scientific approach to product development

12

Don’t guess if you don’t have to:

• The answer may be in the data you already have

• Or in the data you can easily get

Guessing is fine, but:

• State your assumptions

• Validate afterwards

Page 13: It's not a product, it's a service!

Data

Information flow

13

Well defined common KPIs:

• Accessible to anyone in game team within <24 h

• Comparative analysis of games

Raw data access for game teams

• Can’t predict all needs upfront • Deep product knowledge required for

meaningful insights • Per-game internal KPIs

Page 14: It's not a product, it's a service!

Technology

Shared technology

14

Cross cutting concerns

• Scalability, availability, infrastructure monitoring

• Build, deployment

Know-how and skills can be brought

from one project to another

Services shared between games • Analytics, payment

processing

Standards for local

and production environment

Page 15: It's not a product, it's a service!

Technology

Continuous Integration

15

Everything has to be in source control!

Frequent local releases

•Fully automated, based on development branch

Always ready for production release •Merge to master

•CI prepares release, but pushing it to players is human action •Anyone on the game team can do it

Page 16: It's not a product, it's a service!

Technology

Production environment

16

• All new games in AWS

• On the surface it’s not the most cost effective solution • A lot of added value (RDS, DynamoDB, ELB, CloudWatch …) • APIs allow us to automate tasks traditionally done by human administrators • Bigger percentage of engineering efforts focused on core business

• Production release takes <10 min for any project (usually much less, we cache prebuilt binaries)

• Quick rollbacks (<1 min)

Page 17: It's not a product, it's a service!

Technology

Multiple client platforms

17

• A tax on development cost • “Mobile” is much more than one platform: on the

OS side there’s iOS/Android/WP + tablet vs phone form factors (different design, possibly functionality)

• Cross platform client technologies help

We currently use Adobe AIR May switch to something else

Page 18: It's not a product, it's a service!

Technology

Software quality

18

Server problems are often much worse than client problems

• In online game if something breaks once per million sessions, it is sure to happen!

Good engineering practices pay off, bad ones come back to bite you

• Sometimes years later

Balance vs development velocity is necessary!

Page 19: It's not a product, it's a service!

We are in it for a long run

People

19

Page 20: It's not a product, it's a service!

People

We are in it for a long run

20

• Successful games will entertain players for many years • People need to be prepared for a marathon, not a sprint • Crunch is not an option, we work 40-hour weeks • Teamwork is critical • A lot of know-how is only in a person’s head • Happy employees stay with us longer

Page 21: It's not a product, it's a service!

People

Killing products/shifting focus

21

• Not everyone handles it well • Conflicting points of view are unavoidable • Always a tough decision • Treat it as learning opportunity

Page 22: It's not a product, it's a service!

People

Hiring

22

• Not only about technical competence! • Collaboration and knowledge sharing, critical to our success • Communication skills • Personality fit • Industry knowledge • Passion!

Page 23: It's not a product, it's a service!

www.ganymede.eu

Page 24: It's not a product, it's a service!

THANK YOU FOR YOUR ATTENTION

[email protected]