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MEDIA TONIC TM PRODUCT TANK Mediatonic @

Product Management in Games - Mary Casey

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Mary Casey from Mediatonic discusses Product Management in Games

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Page 1: Product Management in Games - Mary Casey

MEDIATONIC TM

PRODUCT TANK Mediatonic @

Page 2: Product Management in Games - Mary Casey

MEDIATONIC TM

Strategic pillars

GaaS Delivery

Creative Production

Product Strategy

Cloud Distribution

Live Ops®

Meaningful worlds

Distinctive IPs

Production values

X-Platform

Page 3: Product Management in Games - Mary Casey

MEDIATONIC TM

• Creative led-design team

• Art and production pipelines

• Client-side Engineering

• Production management

• Quality Assurance

User Acquisition, Distribution, Community

GaaS Technology Scalability, Security, Efficiency, Content Management, Localisation

Live Ops Content build, Monitoring, Deployment, Cloud Mngmt

Big Data, Business Intelligence, Product Strategy/Monetization

Building a GaaS Stack

Page 4: Product Management in Games - Mary Casey

MEDIATONIC TM

Product Development Process

Strategy > Creative > Build > Launch > Grow

Page 5: Product Management in Games - Mary Casey

MEDIATONIC TM

Stage 1: Concept

“I don't know the key to success, but the key to failure is trying to please everyone.”―Bill Cosby

Page 6: Product Management in Games - Mary Casey

MEDIATONIC TM

Stage 1: Concept Constraints are empowering Context is key

• Business Objectives • Creative Objectives

Market Analysis on opportunities

Page 7: Product Management in Games - Mary Casey

MEDIATONIC TM

Stage 1: Concept Different genres suit different audiences This informs their theme.

Low ARPU +Arcade /Casual

High ARPU +Hardcore / Niche

Page 8: Product Management in Games - Mary Casey

MEDIATONIC TM

Stage 2: Creation Focus on Quality Product – Fun is the priority Maximise User Value against Development Investment Iterate Rapidly (2 week sprints) Expect change

Page 9: Product Management in Games - Mary Casey

MEDIATONIC TM

Stage 2: Creation Product Management Input

• Platform Best Practice • Competitive Landscape • Marketing • Economy & Pricing

Creative Producer Input • Thematics & Story • Game play design • Art direction • UX / UI experience

Page 10: Product Management in Games - Mary Casey

MEDIATONIC TM

Data Driven Design

MEDIATONIC TM

TM

Session Time (user data)

Game Tuning & Variable Balancing (game data)

Combine game data with real user data in the Cloud Allows analytical design process for difficulty, progression, etc Session time balancing VS power – statistical design and optimisation

Page 11: Product Management in Games - Mary Casey

MEDIATONIC TM

Stage 3: Launch Start with a soft launch Focus on Retention, Monetization then Virality (in that order) Product Management prioritization based on ROI Weekly updates & iteration

Page 12: Product Management in Games - Mary Casey

MEDIATONIC TM

Stage 3: Launch Team involved at all stages, see metrics & user tests Solve problems together PM highlights problem, creative team can tackle it Transparency is key

Page 13: Product Management in Games - Mary Casey

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Takeaways Be Entrepreneurial Transparency through the company is crucial Pairing Creativity with great Product Management is key when building a creative product