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Alliance War Points Rewards
500 Santa Oni Mercenary Camp
2500 500 Diamonds
10000 Santa Oni Mercenary Camp
25000 Dragon Statue
Oh no! Emperor Yami has stolen all the presents!
Oni’s love the holidays, and they are determined to
get them back on track. Win back the presents and
they will reward you with fantastic gifts of their
own. Opt in for this special event and win as many
“presents” as you can from other players in 24
hours. The more you score, the greater the rewards!
Hi! Welcome!
This is the annotated version of this
presentation. Please watch the
original in the GDC vault.
But if you’d just like to flip through
the slides, then these handy
speech bubbles summarise what I
said.
Anyhow, I’m from New Zealand, so
people make jokes about me
having a pet sheep. What a
stereotype!
Instead, I had a goat!
And while out walking with her I
discovered ten stone tablets.
It took me years to discover we’d
unearthed the TEN LEAN
COMMANDMENTS.
These are the secret to freeing up
your developers to focus on the
future of your company, not the
past.
Lean Commandment 1
“Thou Shalt Go Lean...”
...or thine studio shalt be encumbered with
unsustainable weight and die
I was lucky enough to
learn a bunch about Live
Ops at Playfish, which
I’ve applied to my own
games at Space Ape.
Done Lean
Live Ops
Live Ops are great, but...
Doing it lean means finding smart
ways to reduce the headcount
required to do great live ops.
Why Lean?
Great Live Ops...
The Sims Social
had a very rich set
of features and
content released
to players...
Deadfish
Headcount allocation at late-stage
Playfish
...but not lean
Studio Headcount Allocation
But is wasn’t lean.
75% of the studio was
focused on running
this one game.
That’s not enough
people thinking about
the future!
And if you don’t focus on
the future, you have no
future.
The sheer weight of
operating The Sims
Social was a big factor in
the death of Playfish.
Lean Commandment 1
“Thou Shalt Go Lean...”
...or thine studio shalt be encumbered with
unsustainable weight and die
2. CONTENT
How to make
enough content?
What if content is
complex?
1. INTRO
Why Lean?
How to get Lean?
3. EVENTS
What’s the event’s
essence?
How can I do
events without
devs?
How can I keep
events fresh?
4. BUNDLES
How can I
maximise event
intensity?
How to engage
without intensity?
Talk Structure
How do you get Lean & stay
Lean?
Spoiler alert. It’s through
measuring how lean you
are. Look out of the lean
KPIs in the next few
slides.
At Space Ape, we’re well
known for running great
Live Ops on Strategy
games.
How did we get there?
Space Ape Gross Bookings
It took a moment of
crisis where the fate of
Samurai Siege was at
stake. Should we kill it?
Continue Supporting Samurai Siege Kill Samurai Siege
Go Lean
We thought the choice
was black and white.
Keep going with a full
team, or kill the game.
But there was a third
way. A lean way!
16 Team Members
4 Team Members
0 Developers
Profit per Team Member on Samurai Siege
This is how you quantify
opportunity cost.
As the team had the
tools required to survive,
making the team small
turned them into a
happy empowered unit...
Space Ape Gross Bookings
They stablised the
game.
We’re done here
right. Time to rest
on our laurels?
Live Games
The Future
Deja Vu?
Time to measure our
studio again, by
looking at headcount
allocation.
Nope! We didn’t have
enough of our studio
focusing on the future!
Specifically, we
needed to free up
client and server
developers.
# of developers
Using the measure of
client and server
developers, we were able
to make Rival Kingdoms
significantly more lean.
Space Ape Gross Bookings
...stabilising Rival
Kingdoms, and launching
Transformers: Earth Wars
Jan 2017 Stat:
75% of devs working on unreleased games
This is what it’s all about.
Making more bets on the
future.
Being able to afford to kill
game ideas.
It’s all possible if your live
games aren’t weighing you
down.
Lean Commandment 2
“Thou Shalt Ceaselessly
Quantify Lean”
● % of studio on in-dev games
● Profit per employee on live games
● # of developers on live games
These are some ways
Space Ape has measured
“Lean”.
Invent your own, or copy
these!
But the key it to measure it!
2. CONTENT
How to make
enough content?
What if content is
complex?
1. INTRO
Why Lean?
How to get Lean?
3. EVENTS
What’s the event’s
essence?
How can I do
events without
devs?
How can I keep
events fresh?
4. BUNDLES
How can I
maximise event
intensity?
How to engage
without intensity?
CONTENT
First figure out what
content players really,
really REALLY want.
In TF:EW it is
Transformers. In RK it is
“Ancients”
Ancient Video
How can you make enough
irresistible content?
Every part of an Ancient is
easy to make WITHOUT a
developer.
The art is the biggest time
investment, but it is
OUTSOURCEABLE.
Outsource Brief
65 Ancients Total
This is the results of the
outsource brief.
Evolution materials make
a BIG different to the
power of an ancient. But
the production costs are
even lower.
Rival Kingdoms ARPU
With an Ancient coming out
each month, and evolution
materials filling in the gaps, RK
can easily deliver enough
content to fuel successful
events every week.
Slide Showing Number of Ancients
65 Ancients Total
The proof is in the pudding!
We’ve been able to
consistently release Ancients,
while staying lean.
Every game has it’s
challenges and opportunities.
In Super Karts it’s easy to
reskin a kart with a 512x512
texture, and a different set of
ability slots.
We think about how Live Ops will work
when designing the meta.
The “parts” here are like Evo Materials -
easy to make, but with big impact.
This does mean you need to code abilities
to be scriptible in content by game
designers, which is more work upfront.
Lean Commandment 3
“Thou Shalt Ensure
Desirable Content is
Easy to Make...”
...and Outsource as much as possible
But what if the desirable content is
a big, complex, 3D model?
Making a full 3D
model with
normal &
specular maps,
animations and
custom sfx is a
LOT of work,
and...
Making a full 3D
model with
normal &
specular maps,
animations and
custom sfx is a
LOT of work,
and...
...we gave away Optimus
Prime for free in the
onboarding campaign!
...but by using “Star Levels”, we
were able to make Optimus
Prime a chase item again.
...and the chase 3* and 4*
Optimus Prime sustained
some great weekends for
TF:EW.
LIVE OPS: LIFECYCLE MANAGEMENT
Event Release Bundles
Premium
Crystal
Pool
Free
Crystal
Pool
New
Transformer
Bot Crystal Sale
4 Weeks
3 Weeks
2-3 Weeks
We use a “lifecycle” to
ensure players have a
few shots at chasing
every Transformer. We
make the chase epic!
Need for Speed: No Limits
also had one-of-kind content,
and spaced it out over an
epic-four week event!
Each week makes you dive
into your garage of cars and
upgrade them.
The first three races give you ONE
Blueprint for the LaFerrari. You
need 60 to unlock it.
The chase is epic! This is super fun
for players, and lean for
developers. Win-win!
Lean Commandment 4
“Thou Shalt Make the
Chase Epic”
Especially if the content is expensive to
produce!
2. CONTENT
How to make
enough content?
What if content is
complex?
1. INTRO
Why Lean?
How to get Lean?
3. EVENTS
What’s the event’s
essence?
How can I do
events without
devs?
How can I keep
events fresh?
4. BUNDLES
How can I
maximise event
intensity?
How to engage
without intensity?
Alliance War Points Rewards
500 Santa Oni Mercenary Camp
2500 500 Diamonds
10000 Santa Oni Mercenary Camp
25000 Dragon Statue
We we naive enough to think we
could do it
● Save The Season Graphics
We may have gone a bit
overboard with event content.
New canvas, snow on buildings,
a visually-upgrading Xmas tree,
special music, Oni Trolls
wearing Santa Hats....
Samurai Siege Gross Bookings
It worked! But it wasn’t lean.
Did we need to change all
those things, or was there
some “essence” to the event?
What is the essence of your
event?
And what is tasty fat?
Alliance Event Format (AvE)
Earn War Points for your
Alliance
Compete on a Leaderboard
against Alliances
Unlock Rewards
Battle!
You need to find your own
essence for you events.
For our build and battle
games, this is our core.
Notice how he calls out “his
guildies” who put in a great
amount of effort. There’s a lot
of social obligation and social
proof in our Event format,.
Lean Commandment 5
“Thou Shalt Find Your
Events’ Essence”
Such as Rewards + Co Op + Competition
How can I run a lot of events
without developers?
Simple. Use tools. Video is
available in the GDC Vault.
Here’s a few snapshots from
the video showing the event
tool in action
Tools make it easy to run
events whenever you’d like.
Lean Commandment 6
“Thou Shalt Tool-Up
Your Events...”
...once your know your events’ essence, you
know which tools you need to build
Does this look repetitive to
you?
How can I keep events fresh?
Weeks1 2 3 4
EventIntensity
Repeating high-intensity
events is a recipe for fatigue.
Weeks1 2 3 4
EventIntensity
This is out magic “beat”.
Vary intensity week on week
4, 1, 3, 2, then repeat
4, 1, 3, 2, 4, 1, 3, 2,...
Weeks1 2 3 4
Monetization
EventIntensity
Lean Commandment 7
“Thou Shalt Beatbox”
...by varying format and intensity of events
2. CONTENT
How to make
enough content?
What if content is
complex?
1. INTRO
Why Lean?
How to get Lean?
3. EVENTS
What’s the event’s
essence?
How can I do
events without
devs?
How can I keep
events fresh?
4. BUNDLES
How can I
maximise event
intensity?
How to engage
without intensity?
How can I make the most of event
intensity?
Weeks1 2 3 4
Monetization
EventIntensity
Intense events can be a
catalyst for intense
engagement with bundles and
other premium features.
Battles per Player during Events
People can get REALLY
engaged during events
Rather than just allowing people to
stretch your existing restriction
mechanics, we brought in new
event enhancing mechanics.
Acorn Boosters accelerate your
progress in the event, and hence are
really valuable. They formed an
excellent “runner up” prize in a
Gacha box we ran during the event.
This gave our most engaged
players a LOT more to sink
their teeth into.
And it also made the event
more fun!
Lean Commandment 8
“Thou Shalt Make
Intensity Your Ally”
...by making event energy premium, and
running symbiotic bundles
Weeks1 2 3 4
Monetization
EventIntensity
“This blue curve is a trap.
A myth. A lie.” -Space Ape 2015
Weeks1 2 3 4
EventIntensity
“Event Intensity <> Monetization”
Space Ape 2016
Monetization
How can bundles be engaging
without event intensity?
LIVE OPS: LIFECYCLE MANAGEMENT
Event Release Bundles
Premium
Crystal
Pool
Free
Crystal
Pool
New
Transformer
Bot Crystal Sale
4 Weeks
3 Weeks
2-3 Weeks
In more “casual” events, intensity will be
lower.
This is a GREAT time to offer a bundle.
Especially for players who value their
time a lot. They have a shot at prizes
without doing dozens of battles per day.
The Optimus weekend peaks
were during relaxed events
which had great bundles!
We offer LOTS of bundles.
In this one weekend, it had FOUR
different variations of the bundle.
This meant we could offer a “limit one
per customer” $5 bundle with insane
value and limited time.
Make a MULTITUDE of bundles!
Here are some selected screenshots from
the Bundle Tool Video. (Viewable in GDC
Vault video).
Lean Commandment 9
“Thou Shalt Offer a
Multitude of Bundles”
...by the liberating power of tools, more
players can engage with amazing offers.
2. CONTENT
How to make
enough content?
What if content is
complex?
1. INTRO
Why Lean?
How to get Lean?
3. EVENTS
What’s the event’s
essence?
How can I do
events without
devs?
How can I keep
events fresh?
4. BUNDLES
How can I
maximise event
intensity?
How to engage
without intensity?
Lean live Ops stopped us being
weighed down by our success in
Build-and-Battle games
Jan 2017 Stat:
75% devs working on unreleased games
And allowed us to focus on making
new games
To keep chasing the dream of
defining and owning a new category
on the app store.
This is the ultimate goal of Lean Live
Ops.
Make content easy to produce and
outsourceable.
Alliance Event Format (AvE)
Earn War Points for your
Alliance
Compete on a Leaderboard
against Alliances
Unlock Rewards
Battle!
Find your events’ essence, and tool
up.
Tool up again to run a multitude of
bundles... and that’s it!
The Ten Lean Commandments
Make content
outsourceable
Ceaselessly
quantify lean
Make the
chase epic
Go lean
Find the
essence of
your events
Tool up your
events
Beatbox
Make intensity
your ally
Offer a
multitude of
bundles
Thou Shalt...
Hmmm that’s just nine
commandments.
Who wants to live forever?
As in, “who wants to be live forever”.
(This homonym joke falls a little flat
in text form).
The GDC Vault video
ends with an epic story
about a goat. You’re
just going to have to
imagine it here.
Lean Commandment 10
“Thou Shalt Forget D1.
Thou Shalt Design for
Day 1000.”
Don’t build a deaf goat, and thou shalt live
forever.
The Ten Lean Commandments
Make content
outsourceable
Ceaselessly
quantify lean
Make the
chase epic
Go lean
Find the
essence of
your events
Tool up your
events
Beatbox
Make intensity
your ally
Offer a
multitude of
bundles
Thou Shalt...
Design for Day 1000
THANKS!!
Q?
Again, I recommend you watch the
video in the GDC vault. There is a
bunch of insightful questions. And a
story about a goat.
Thanks! - Joe R

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Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn

  • 1. Alliance War Points Rewards 500 Santa Oni Mercenary Camp 2500 500 Diamonds 10000 Santa Oni Mercenary Camp 25000 Dragon Statue Oh no! Emperor Yami has stolen all the presents! Oni’s love the holidays, and they are determined to get them back on track. Win back the presents and they will reward you with fantastic gifts of their own. Opt in for this special event and win as many “presents” as you can from other players in 24 hours. The more you score, the greater the rewards!
  • 2. Hi! Welcome! This is the annotated version of this presentation. Please watch the original in the GDC vault. But if you’d just like to flip through the slides, then these handy speech bubbles summarise what I said. Anyhow, I’m from New Zealand, so people make jokes about me having a pet sheep. What a stereotype!
  • 3. Instead, I had a goat! And while out walking with her I discovered ten stone tablets. It took me years to discover we’d unearthed the TEN LEAN COMMANDMENTS. These are the secret to freeing up your developers to focus on the future of your company, not the past.
  • 4. Lean Commandment 1 “Thou Shalt Go Lean...” ...or thine studio shalt be encumbered with unsustainable weight and die
  • 5. I was lucky enough to learn a bunch about Live Ops at Playfish, which I’ve applied to my own games at Space Ape.
  • 6. Done Lean Live Ops Live Ops are great, but... Doing it lean means finding smart ways to reduce the headcount required to do great live ops.
  • 8. Great Live Ops... The Sims Social had a very rich set of features and content released to players...
  • 9. Deadfish Headcount allocation at late-stage Playfish ...but not lean Studio Headcount Allocation But is wasn’t lean. 75% of the studio was focused on running this one game. That’s not enough people thinking about the future!
  • 10. And if you don’t focus on the future, you have no future. The sheer weight of operating The Sims Social was a big factor in the death of Playfish.
  • 11. Lean Commandment 1 “Thou Shalt Go Lean...” ...or thine studio shalt be encumbered with unsustainable weight and die
  • 12. 2. CONTENT How to make enough content? What if content is complex? 1. INTRO Why Lean? How to get Lean? 3. EVENTS What’s the event’s essence? How can I do events without devs? How can I keep events fresh? 4. BUNDLES How can I maximise event intensity? How to engage without intensity? Talk Structure
  • 13. How do you get Lean & stay Lean? Spoiler alert. It’s through measuring how lean you are. Look out of the lean KPIs in the next few slides.
  • 14. At Space Ape, we’re well known for running great Live Ops on Strategy games. How did we get there?
  • 15.
  • 16. Space Ape Gross Bookings It took a moment of crisis where the fate of Samurai Siege was at stake. Should we kill it?
  • 17. Continue Supporting Samurai Siege Kill Samurai Siege Go Lean We thought the choice was black and white. Keep going with a full team, or kill the game. But there was a third way. A lean way!
  • 18. 16 Team Members 4 Team Members 0 Developers Profit per Team Member on Samurai Siege This is how you quantify opportunity cost. As the team had the tools required to survive, making the team small turned them into a happy empowered unit...
  • 19. Space Ape Gross Bookings They stablised the game. We’re done here right. Time to rest on our laurels?
  • 20. Live Games The Future Deja Vu? Time to measure our studio again, by looking at headcount allocation. Nope! We didn’t have enough of our studio focusing on the future! Specifically, we needed to free up client and server developers.
  • 21. # of developers Using the measure of client and server developers, we were able to make Rival Kingdoms significantly more lean.
  • 22. Space Ape Gross Bookings ...stabilising Rival Kingdoms, and launching Transformers: Earth Wars
  • 23. Jan 2017 Stat: 75% of devs working on unreleased games This is what it’s all about. Making more bets on the future. Being able to afford to kill game ideas. It’s all possible if your live games aren’t weighing you down.
  • 24. Lean Commandment 2 “Thou Shalt Ceaselessly Quantify Lean” ● % of studio on in-dev games ● Profit per employee on live games ● # of developers on live games These are some ways Space Ape has measured “Lean”. Invent your own, or copy these! But the key it to measure it!
  • 25. 2. CONTENT How to make enough content? What if content is complex? 1. INTRO Why Lean? How to get Lean? 3. EVENTS What’s the event’s essence? How can I do events without devs? How can I keep events fresh? 4. BUNDLES How can I maximise event intensity? How to engage without intensity?
  • 26. CONTENT First figure out what content players really, really REALLY want. In TF:EW it is Transformers. In RK it is “Ancients”
  • 28. How can you make enough irresistible content?
  • 29. Every part of an Ancient is easy to make WITHOUT a developer. The art is the biggest time investment, but it is OUTSOURCEABLE.
  • 31. This is the results of the outsource brief.
  • 32. Evolution materials make a BIG different to the power of an ancient. But the production costs are even lower.
  • 33. Rival Kingdoms ARPU With an Ancient coming out each month, and evolution materials filling in the gaps, RK can easily deliver enough content to fuel successful events every week.
  • 34. Slide Showing Number of Ancients 65 Ancients Total The proof is in the pudding! We’ve been able to consistently release Ancients, while staying lean.
  • 35. Every game has it’s challenges and opportunities. In Super Karts it’s easy to reskin a kart with a 512x512 texture, and a different set of ability slots.
  • 36. We think about how Live Ops will work when designing the meta. The “parts” here are like Evo Materials - easy to make, but with big impact. This does mean you need to code abilities to be scriptible in content by game designers, which is more work upfront.
  • 37. Lean Commandment 3 “Thou Shalt Ensure Desirable Content is Easy to Make...” ...and Outsource as much as possible
  • 38. But what if the desirable content is a big, complex, 3D model?
  • 39.
  • 40. Making a full 3D model with normal & specular maps, animations and custom sfx is a LOT of work, and...
  • 41. Making a full 3D model with normal & specular maps, animations and custom sfx is a LOT of work, and...
  • 42. ...we gave away Optimus Prime for free in the onboarding campaign!
  • 43. ...but by using “Star Levels”, we were able to make Optimus Prime a chase item again.
  • 44. ...and the chase 3* and 4* Optimus Prime sustained some great weekends for TF:EW.
  • 45. LIVE OPS: LIFECYCLE MANAGEMENT Event Release Bundles Premium Crystal Pool Free Crystal Pool New Transformer Bot Crystal Sale 4 Weeks 3 Weeks 2-3 Weeks We use a “lifecycle” to ensure players have a few shots at chasing every Transformer. We make the chase epic!
  • 46. Need for Speed: No Limits also had one-of-kind content, and spaced it out over an epic-four week event! Each week makes you dive into your garage of cars and upgrade them.
  • 47. The first three races give you ONE Blueprint for the LaFerrari. You need 60 to unlock it. The chase is epic! This is super fun for players, and lean for developers. Win-win!
  • 48. Lean Commandment 4 “Thou Shalt Make the Chase Epic” Especially if the content is expensive to produce!
  • 49. 2. CONTENT How to make enough content? What if content is complex? 1. INTRO Why Lean? How to get Lean? 3. EVENTS What’s the event’s essence? How can I do events without devs? How can I keep events fresh? 4. BUNDLES How can I maximise event intensity? How to engage without intensity?
  • 50. Alliance War Points Rewards 500 Santa Oni Mercenary Camp 2500 500 Diamonds 10000 Santa Oni Mercenary Camp 25000 Dragon Statue
  • 51. We we naive enough to think we could do it ● Save The Season Graphics We may have gone a bit overboard with event content. New canvas, snow on buildings, a visually-upgrading Xmas tree, special music, Oni Trolls wearing Santa Hats....
  • 52. Samurai Siege Gross Bookings It worked! But it wasn’t lean. Did we need to change all those things, or was there some “essence” to the event?
  • 53. What is the essence of your event? And what is tasty fat?
  • 54. Alliance Event Format (AvE) Earn War Points for your Alliance Compete on a Leaderboard against Alliances Unlock Rewards Battle! You need to find your own essence for you events. For our build and battle games, this is our core.
  • 55. Notice how he calls out “his guildies” who put in a great amount of effort. There’s a lot of social obligation and social proof in our Event format,.
  • 56. Lean Commandment 5 “Thou Shalt Find Your Events’ Essence” Such as Rewards + Co Op + Competition
  • 57. How can I run a lot of events without developers?
  • 58. Simple. Use tools. Video is available in the GDC Vault.
  • 59. Here’s a few snapshots from the video showing the event tool in action
  • 60.
  • 61.
  • 62.
  • 63. Tools make it easy to run events whenever you’d like.
  • 64. Lean Commandment 6 “Thou Shalt Tool-Up Your Events...” ...once your know your events’ essence, you know which tools you need to build
  • 65. Does this look repetitive to you?
  • 66. How can I keep events fresh?
  • 67. Weeks1 2 3 4 EventIntensity Repeating high-intensity events is a recipe for fatigue.
  • 68. Weeks1 2 3 4 EventIntensity This is out magic “beat”. Vary intensity week on week 4, 1, 3, 2, then repeat 4, 1, 3, 2, 4, 1, 3, 2,...
  • 69. Weeks1 2 3 4 Monetization EventIntensity
  • 70. Lean Commandment 7 “Thou Shalt Beatbox” ...by varying format and intensity of events
  • 71. 2. CONTENT How to make enough content? What if content is complex? 1. INTRO Why Lean? How to get Lean? 3. EVENTS What’s the event’s essence? How can I do events without devs? How can I keep events fresh? 4. BUNDLES How can I maximise event intensity? How to engage without intensity?
  • 72.
  • 73.
  • 74. How can I make the most of event intensity?
  • 75. Weeks1 2 3 4 Monetization EventIntensity Intense events can be a catalyst for intense engagement with bundles and other premium features.
  • 76. Battles per Player during Events People can get REALLY engaged during events
  • 77. Rather than just allowing people to stretch your existing restriction mechanics, we brought in new event enhancing mechanics. Acorn Boosters accelerate your progress in the event, and hence are really valuable. They formed an excellent “runner up” prize in a Gacha box we ran during the event.
  • 78. This gave our most engaged players a LOT more to sink their teeth into. And it also made the event more fun!
  • 79. Lean Commandment 8 “Thou Shalt Make Intensity Your Ally” ...by making event energy premium, and running symbiotic bundles
  • 80. Weeks1 2 3 4 Monetization EventIntensity “This blue curve is a trap. A myth. A lie.” -Space Ape 2015
  • 81. Weeks1 2 3 4 EventIntensity “Event Intensity <> Monetization” Space Ape 2016 Monetization
  • 82. How can bundles be engaging without event intensity?
  • 83. LIVE OPS: LIFECYCLE MANAGEMENT Event Release Bundles Premium Crystal Pool Free Crystal Pool New Transformer Bot Crystal Sale 4 Weeks 3 Weeks 2-3 Weeks In more “casual” events, intensity will be lower. This is a GREAT time to offer a bundle. Especially for players who value their time a lot. They have a shot at prizes without doing dozens of battles per day.
  • 84. The Optimus weekend peaks were during relaxed events which had great bundles!
  • 85. We offer LOTS of bundles. In this one weekend, it had FOUR different variations of the bundle. This meant we could offer a “limit one per customer” $5 bundle with insane value and limited time. Make a MULTITUDE of bundles!
  • 86. Here are some selected screenshots from the Bundle Tool Video. (Viewable in GDC Vault video).
  • 87.
  • 88.
  • 89.
  • 90.
  • 91. Lean Commandment 9 “Thou Shalt Offer a Multitude of Bundles” ...by the liberating power of tools, more players can engage with amazing offers.
  • 92. 2. CONTENT How to make enough content? What if content is complex? 1. INTRO Why Lean? How to get Lean? 3. EVENTS What’s the event’s essence? How can I do events without devs? How can I keep events fresh? 4. BUNDLES How can I maximise event intensity? How to engage without intensity?
  • 93. Lean live Ops stopped us being weighed down by our success in Build-and-Battle games
  • 94. Jan 2017 Stat: 75% devs working on unreleased games And allowed us to focus on making new games
  • 95. To keep chasing the dream of defining and owning a new category on the app store. This is the ultimate goal of Lean Live Ops.
  • 96. Make content easy to produce and outsourceable.
  • 97. Alliance Event Format (AvE) Earn War Points for your Alliance Compete on a Leaderboard against Alliances Unlock Rewards Battle! Find your events’ essence, and tool up.
  • 98. Tool up again to run a multitude of bundles... and that’s it!
  • 99. The Ten Lean Commandments Make content outsourceable Ceaselessly quantify lean Make the chase epic Go lean Find the essence of your events Tool up your events Beatbox Make intensity your ally Offer a multitude of bundles Thou Shalt... Hmmm that’s just nine commandments.
  • 100. Who wants to live forever? As in, “who wants to be live forever”. (This homonym joke falls a little flat in text form).
  • 101. The GDC Vault video ends with an epic story about a goat. You’re just going to have to imagine it here.
  • 102. Lean Commandment 10 “Thou Shalt Forget D1. Thou Shalt Design for Day 1000.” Don’t build a deaf goat, and thou shalt live forever.
  • 103. The Ten Lean Commandments Make content outsourceable Ceaselessly quantify lean Make the chase epic Go lean Find the essence of your events Tool up your events Beatbox Make intensity your ally Offer a multitude of bundles Thou Shalt... Design for Day 1000
  • 105. Q? Again, I recommend you watch the video in the GDC vault. There is a bunch of insightful questions. And a story about a goat. Thanks! - Joe R