Making a global hit - The road to Six!
summary
Gram Games runs two-day prototype cycles every Friday, starting from a base Unity project with analytics and persistence, a playable demo on day one, reusable UI/art and a target day-one retention 40–45%. Successful prototypes go through a fake launch for initial data, then a complete rewrite before soft launch with clean code and weekly updates. Six! hits 2+ million downloads in its first week and joins the studio’s 100M+ overall downloads, proving the process scales.
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chapters (17)
- 0:00Introduction
- 1:04Ground Games hits overview
- 2:07Miss Grey ideation
- 3:31Prototyping requirements
- 5:00Prototyping teamwork
- 6:48Prototype presentation and vote
- 8:10Teams and greenlight
- 9:17Two-day playable demo
- 10:41Asset reuse efficiency
- 11:46Killing prototypes early
- 12:50Core gameplay day one
- 13:55Polishing for fake launch
- 14:39Fake launch retention
- 15:41Soft launch data decisions
- 16:44Soft launch testing updates
- 17:28Prototyping evolution
- 18:10Q&A
