~/talk

Making a global hit - The road to Six!

Talkat Pocket Gamer Connects London 2017 · 2017-01-16..01-17
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 1:04Ground Games hits overview
  3. 2:07Miss Grey ideation
  4. 3:31Prototyping requirements
  5. 5:00Prototyping teamwork
  6. 6:48Prototype presentation and vote
  7. 8:10Teams and greenlight
  8. 9:17Two-day playable demo
  9. 10:41Asset reuse efficiency
  10. 11:46Killing prototypes early
  11. 12:50Core gameplay day one
  12. 13:55Polishing for fake launch
  13. 14:39Fake launch retention
  14. 15:41Soft launch data decisions
  15. 16:44Soft launch testing updates
  16. 17:28Prototyping evolution
  17. 18:10Q&A
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