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ТЗ на моделирование скинов главного героя
ТЗ на анимации для героев и юнитов
Сатисфай - Playfocus
Mastering Retention Podcast
Mastering the art of Live Ops
UX secrets you can learn from Royal Match
Insights into Game Evaluation and Product Management
Marvel Snap: A UX Masterclass
Designing Marvel Snap
VooDoo is disrupting the gaming industry
How to run your game as a service
Player segments yield stronger monetization
Ep.108: Effective Tools in Gaming
Ep.107: New Games
Ep.104: Iterantion and Innovation
Ep.103: Economy Design in Live Games
Ep.102: Live Operations and feature development
Ep.101: A Roadmap to optimal ad placement
Ep.93: Establishing and Maintaining Good Relationships with Users
Ep.92: Creating & Sustaining a great game experience
Ep.90: A balancing act of Product Management
Ep.88: Increasing the longevity of your game
Ep.87: Starting your own game studio
Ep.83: Reasons to play & Reasons to Pay
Ep.82: Web gaming in a mobile world
Ep.81: Attracting users with quality game design
Ep.80: Defining Product Management
Ep.79: Tips for Financial Success
Ep.77: Finding and hiring the right people
Ep.76: Quest Design
Ep.75: Strategies for successful studios
Ep.74: Unlock the secrets of hyper-casual games
Ep.72: Future Proofing Game Economies
Ep.65: Tips for creating a new game
Ep.64: The Value of Data Scientists in your Mobile Game
Ep.63: Creating long lasting and meaningful ingame communities
Ep.62: UX Game Design tips for Maximum Satisfaction
When to pivot your mobile game's approach
Solving problems in your mobile game
Live Ops and Live Ops Technologies
Game Economy Design and Limited Currency
The Fundamentals of Monetization Part 2
The Fundamentals of Monetization Part 1
Secrets to a successful mobile game
Starting a gaming studio from scratch
Using UX to deliver on what players want
How to start your own game studio
Understanding game economy design
Переводы китайских статей по дизайну
Power progression in games
Построение числового баланса
Как игра заставляет вас погружаться? Анализ числовой структуры на ранних этапах «AFK Arena»
Психология дизайна игровых мероприятий (45 советов)
Материалы по психологии игроков
Mastering Retention Podcast
Ep.65: Tips for creating a new game
https://www.youtube.com/watch?v=2G2bfcf-53A
🎙️ Mastering Retention Podcast: Developing Switchcraft and Embracing Diversity with Anali Biernat
Host:
Tom Hammond, Co-founder of
UserWise
Guest:
Anali Biernat, Game Director at
Wooga
Introduction
👋 About Anali Biernat:
Game Director at
Wooga
, leading the development of
Switchcraft
.
Started at Wooga in 2013 as a Game Analyst.
Worked her way up from a playtester to Game Director.
Has been working on
Switchcraft
since 2019.
Journey into the Gaming Industry
🎮 Early Passion for Gaming:
Began programming on a
Commodore 64
, creating simple games.
Developed adventure games using the
GameMaker
engine as a teenager.
Organized
LAN parties
with friends, often being the planner and host.
Initially didn't consider gaming as a viable career path.
💼 Career Before Gaming:
Worked in banks and consulting agencies but found the environment unfulfilling.
Studied renewable energies, but industry shifts limited opportunities in Germany.
Discovered a playtesting opportunity at Wooga while caring for her young son.
🚀 Entry into Wooga:
Started as a playtester and was impressed by the company culture.
Applied for a Game Analyst position and joined the team working on
Pearl's Peril
.
Progressed through various roles, eventually becoming Game Director.
The Development of Switchcraft
🧪 Conceptualization and Inspiration:
The team conducted
design sprints
, drawing inspiration from various media.
Settled on a
magical school theme
after being inspired by an artist's work.
Focused on creating strong emotions and lasting interest within the team.
👥 Understanding the Audience:
Developed an early prototype in about six weeks.
Used surveys and player interviews to gather qualitative data.
Created player personas to identify and understand the target audience.
🔄 Iterative Process:
Recognized that audience understanding is an ongoing process.
Adjusted game features, themes, and flow based on audience feedback.
Continuously refined the game's direction to better suit player needs.
Soft Launch Challenges and Solutions
🚀 Soft Launch Phases:
Began technical soft launch in
July 2020
in the Philippines.
Faced challenges with early funnel metrics and user retention.
Expanded soft launch to India and Canada for broader data.
🔍 Identifying Issues:
Noted discrepancies in feedback between male and female colleagues.
Conducted extensive playtesting and emotion mapping.
Analyzed data to pinpoint where players were disengaging.
🛠️ Revamping the First-Time User Experience (FTUE):
Added a
"Chapter Zero"
to better introduce characters and build emotional connections.
Improved the narrative flow and pacing to reduce cognitive load.
Enhanced visual quality and match-3 gameplay mechanics.
🤝 Team Collaboration:
Emphasized patience and thorough analysis over rushing solutions.
Fostered open communication within the team to address challenges.
Leveraged the team's diverse skills to execute major updates effectively.
The Importance of Emotions in Gaming
😊 Creating Emotional Engagement:
Aimed to elicit strong emotions to make the game memorable.
Used player reactions to refine storytelling and gameplay elements.
Recognized that both positive and negative emotions can enhance player retention.
🎯 Second-by-Second Emotion Analysis:
Conducted detailed studies to map player emotions during gameplay.
Identified key moments that triggered engagement and adjusted accordingly.
Focused on making the narrative impactful and relatable.
Team Diversity and Its Impact on the Game
🌍 Embracing Diversity:
The team comprised over
12 nationalities
and various backgrounds.
Included representation across genders, ethnicities, and abilities.
Fostered an environment where different perspectives were valued.
🧑🤝🧑 Influence on Game Content:
Diverse team led to naturally diverse characters and storylines.
Addressed topics like mental health, inclusivity, and representation.
Ensured characters were relatable and reflective of a broad audience.
Entering the Match-3 Market
🌊 Tackling a Competitive Genre:
Despite the saturated market, saw an opportunity to offer a unique experience.
Chose match-3 due to its large audience and proven monetization model.
Aimed to capture a niche by focusing on storytelling and relaxation.
🧙♀️ About Switchcraft:
A story-driven match-3 game set in a mysterious school for witches.
Combines match-3 gameplay with an interactive narrative.
Themes include magic, self-discovery, and personal agency.
Player Feedback and Iteration
📝 Gathering and Utilizing Feedback:
Employed surveys with open-ended questions to gain unbiased insights.
Tested different content versions to understand player preferences.
Validated findings across multiple channels and adjusted the game accordingly.
👥 Expanding Audience Understanding:
Discovered that the game appealed to both female and male players.
Adjusted content based on feedback regarding language and tone.
Aimed to create an inclusive experience that resonates with a diverse audience.
Embracing Diversity and Representation in Gaming
💖 Positive Impact on Players:
Received feedback from players who felt represented and included.
Noted the lack of diversity in top casual puzzle games.
Strived to start a conversation about diversity and inclusion in the industry.
🎨 Authentic Representation:
Characters were created organically based on the team's diverse backgrounds.
Addressed challenges in game development to include diverse character features.
Focused on normalizing diversity rather than highlighting it as an exception.
Conclusion and Retention Strategies
🔑 Key to Retention:
Emphasized creating emotional connections to keep players engaged.
Encouraged patience and thorough analysis in overcoming challenges.
Highlighted the importance of team diversity and open communication.
📞 Connecting with Anali:
Available on
LinkedIn
for further questions and networking opportunities.
Wooga
has open positions for those interested in joining the team.
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