Droidcon India 2013

What's your thinking on Android this year?

Freemium Game Design

Submitted by Nilesh Jahagirdar (@nileshj) on Wednesday, 16 October 2013

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Technical level

Beginner

Section

Games

Status

Confirmed & Scheduled

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Total votes:  +4

Objective

Introduce the audience to key strategies required in building a successful freemium game.

Description

Having a cool game with some fun mechanics is no longer enough for building a mobile gaming business. The freemium model allows developers the opportunity to optimize revenue, and hopefully build a sustainable business. However, freemium games are incredibly hard to do, and require a whole new approach to game design and depth, segmentation of users, and offering them unique experiences based on their interaction with the game, and so on. This session will cover key strategies to use when building a successful freemium game, along with pitfalls to avoid, and so on.

Speaker bio

Worked in the mobile gaming domain for many years.
Previously Co-Founder at YesGnome, a gaming studio focused on Freemium mobile games.
Currently Co-Founder and CEO at Light of Hand, Inc. (www.lightofhand.com) a venture-backed gaming company focused on the mid-core card battle games genre.
Exetensive, first-hand experience of building freemium mobile games.

Comments

  • 1
    Aravind Krishnaswamy (@arg0s) 5 years ago

    Do you have experience around Android + Freemium that has been successful?

  • 1
    Nilesh Jahagirdar (@nileshj) Proposer 5 years ago

    Specific to Android, not yet. Our first card battle game, which will be releasing next month, is designed for both iOS and Android. We'll be launching on iOS first, and on Android within a couple of months after that.

    I am planning to focus on the general guidelines for freemium game design, and not Android-specific strategies. I meet a lot of people who happen to have a cool and inspired idea for a game, but building a profitable game requires a whole different way of thinking which they are unfamiliar with: entertaining the short term players, engaging the long term players, communicating about the game, managing the onboarding the process, and so on.

    So the idea is to cover these general design strategies, which are essentially platform agnostic. There ARE thigs you do different on Android as against iOS--user acquisition channels, for example--but the significant overlap between the top grossing titles on iOS and on Android indicates that these strategies are equally relevant to both platforms.

    • 1
      Aravind Krishnaswamy (@arg0s) 5 years ago

      Nilesh, I understand you cant make it and Vatsal can take your place. Can you have the bios updated?

  • 1
    Ravi Korukonda (@ravikorukonda) 5 years ago

    @Arvi, Nilesh is coming, I asked Hasgeek team to reset changes

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