Archive for the ‘Business’ Category
GDC, 360iDev, and More
Friday, February 19th, 2010
It has been quite a while since my last post. I would have been posting, but I’ve been doing some contract work, so I haven’t had a lot of my own news to talk about. I’ve also been doing my year-end bookkeeping, and as exciting as that is, I’m not sure anyone wants to read about my adventures in recording business receipts from 2009.
However, over the last few days I’ve been returning to my own projects and getting back into the swing of things. As you might recall, I took part (remotely) in September’s 360iDev Game Jam night and created a prototype for a puzzle game idea I had. I’m happy to report that I’ve been developing that idea further and it’s coming along nicely. The game now looks very different from the screenshot I posted on Touch Arcade, by the way. As for a preliminary look at what the game is becoming, I might have something to show early next week, so keep an eye out for that!
Yesterday I decided to rewrite the rendering part of my engine to take advantage of a bunch of optimizations I had been putting off making. It turns out that the changes I made over the last day reduced my render time by about 40%! That means that I can render nearly double the sprites on the screen without dropping my framerate. This is great news, and I’m looking at porting the changes back into Monkeys in Space at some point to help out with that game’s performance.
In other news, I thought I’d mention that I’ve decided to attend two conferences this spring: the Game Developers Conference (GDC) in March and 360iDev in April. I’m looking forward to both conferences, but I’m especially excited about GDC as I’ve been in the games industry for over 6 years now, but I’ve never gone to GDC! I’m really excited to get a chance to finally go and see what all the fuss is about. I’m also looking forward to attending sessions on game design that are more broad than just iPhone games.
That being said, I’m also happy to be attending 360iDev again. It will be great to see the iPhone developers I speak with every day on twitter in person again. Last year I had a fantastic time at the conference and I expect no less this time. I’ll also be speaking at 360iDev. For my presentation I will attempt to create an iPhone game prototype in 80 minutes based on audience suggestions. While doing that, I’ll be highlighting some of my best practices for rapid prototyping. If you’re attending the conference, I hope you’ll check it out. If you’re not attending the conference, why not? Check out this amazing schedule of speakers. And if you’re thinking about it, go register!
Owen
Postmortem: Monkeys in Space
Wednesday, January 6th, 2010
I never wrote up a formal postmortem for Dapple and I wish I had. Now that Monkeys in Space has been out for over a month and I’ve released one major update, I thought it was about time to sumarize what went right and what went wrong on my second game.
Because I really enjoy reading Game Developer Magazine, I thought I’d follow their template for a postmortem and list 5 things that went right followed by 5 things that went wrong on the project.
What Went Right
1. Prototyping, Iteration, and Early Feedback. One of the processes I put into place when I started Streaming Colour Studios is the extensive use of prototyping and rapid iteration. When you build a large console game, you need to plan out everything a lot more because there are 100 people working on the game. When it’s just you, you can afford to play around with ideas a lot more.
Monkeys in Space actually started out as a completely different game. The first prototype I built involved controlling space ships with black holes. One of the things I learned with Dapple is that the sooner you get feedback the better. So this time I sent that first prototype out to a few trusted friends to get their opinions on it. The feedback that I got was that the controls weren’t intuitive enough and the game wasn’t really fun to play, just frustrating. This was fantastic feedback to get so early in the process and I was able to start trying new ideas and iterating on the design.
Eventually I got to the point where the game was fun, but the space ship theme wasn’t working for me anymore. I had had an idea for a bonus level that involved picking up monkeys floating in space with your ship, but after discussing this with a few friends over coffee (one of them ended up writing the music for the game) I decided that the game might be more fun to play if the monkeys were the focus of the game. Once this decision was made, it opened up new avenues for art direction, marketing, names, and even merchandise.
Once I had the monkeys in the game, I opened the game up to much more public play testing. People were playing the game and providing regular feedback at a much earlier stage of the development than with Dapple. This proved to be invaluable for fine tuning the design and polishing the game.
2. Gameplay. Monkeys in Space fits into the “line drawing”/”chaos management” genre of games, but it needed something to set it apart and help it to stand out. I had also learned, through my experiences with Dapple, that I needed a gameplay mechanic that was easy to understand, but offered depth to the experienced player. Monkeys in Space offers familiar gameplay goals to players familiar with the genre (get the monkeys to the bases), but adds a twist that adds depth to the game (linking monkeys together). The chaining mechanic was added about mid way through the prototyping process, but the feedback from play testers was unanimously positive. I’m very happy with how the game ended up playing out. The chaining adds a risk/reward factor to the game that has been mentioned in a lot of reviews.
3. The Name. I mentioned above that the game was originally about space ships. Well, it was a search for a name for the game that ultimately led to the game being about monkeys instead. I was brainstorming game names with some friends when I mentioned I had been thinking about adding a space monkey level to the game. Immediately we all started thinking about fun names for a game involving space monkeys. My favourite at the time was “Space Monkey Rescue”, but I ultimately abandoned it because of trademark concerns. I contacted my friend Stacy, who is a writer, and asked her for help. I sent her some of my favourites, including just “Monkeys in Space”. I told her I was looking for a 50′s or 60′s sci-fi b-movie feel for the title and she came up with “Monkeys in Space: Escape to Banana Base Alpha”, which I absolutely loved. I think the name is perfect for the game in that it captures that silly retro feel I wanted, and it says “yes this is a game set in space, but it’s not a serious sci-fi game; it’s fun and it has monkeys!”
4. Artwork. With Dapple I had decided to hire a professional artist to do the game’s artwork. While the artist did an amazing job and I was extremely happy with her work, hiring an artist is also expensive. With Monkeys in Space I decided to take a different risk and do the artwork myself. Now, I took some art classes in university, I’ve done a little life drawing since then, and I once had a job where I was using Photoshop for eight hours a day, but I’m not a professional artist, so this was kind of a risky move. However, in the end, I was quite pleased with the art in the game. I think the monkeys especially turned out quite well. No doubt a professional artist could probably have bumped the artwork up a notch (or two), but I’m happy with the results. On top of that, it was also really fun. It was great to get back into drawing regularly again and I think it’s something I’ll be considering for future games, if it’s a possibility.
5. Reviews and Apple Feature. Monkeys in Space has received some great reviews from the iPhone gaming press/critics (you can read them on the Press page). Every good review helps to build buzz around a game, but one of the biggest reviews the game got was from TouchArcade.com. Their Monkeys in Space review was on their front page for two days and during that time I saw a sales spike close to what I was to see being featured by Apple. Then a week after the Touch Arcade review ran, the game was featured on the App Store in the Games -> What’s Hot section. This happened just before Christmas, which couldn’t have been better timing. It wasn’t a front page of the App Store feature, but it was enough to push me into the Top 100 Kids Games in the U.S. store. This gave the game some momentum through the holiday boost.
I’ve decided that while I don’t want to share sales specifics about the game (like the infamous Dapple “Numbers” post), I will share the shape of the graph of sales since the game’s launch:

What Went Wrong
1. Release Date. I mentioned this earlier this week, but my release date turned out to be a big mistake. I submitted the game to apple in mid-November and wasn’t sure when to expect it to be approved. I got the email from Apple saying the app was ready for sale at about 7:30pm on Wed, Nov 25th. I was so excited that I switched the app into the “for sale” state (by setting the release date to the 25th) and started preparing the email I’d send out to the press in the morning. On Thursday morning I sent out my press release along with screenshots and video, etc, to iPhone sites. At that point I started getting back “out of office” replies and suddenly released it was Thanksgiving in the U.S. See, we Canadians celebrate Thanksgiving in October, so the date completely slipped my mind.
At first I didn’t think it would be a big problem. But then I started reading the review sites that were staffed for the holidays and most of them were just running stories about the hundreds of games that were going on sale for Black Friday in the U.S. Not only that, but it turns out a lot of people apparently take a long weekend from Thursday-Sunday, so it meant I didn’t hear from anyone until well into the next week.
However, I can’t really complain as the game eventually did get picked up by review sites, but the roll out was more gradual than I had hoped. The delay meant that my marketing lost some momentum right at the start, which isn’t ideal. In the future I will be paying closer attention to U.S. holidays when I set my release dates.
2. Delays. When I did the first concept sketches for the game that was to become Monkeys in Space, the original plan was to build the game in 2 months or less. From start to finish, the game ended up taking almost exactly 3 months. One extra month isn’t terrible, but that’s a 50% overshoot of the original plan. Now I have excuses: my wife and I moved cities, which ate up a few weeks with packing, moving, and unpacking, etc. But I think the biggest reason the game took longer than I thought it would was because I decided to do the artwork. Because I was doing the art and the programming, it meant that the two couldn’t happen concurrently. When you work with an external artist, they can be drawing while you’re coding, but I didn’t have that ability this time. The artwork took longer than I thought it would, which pushed my timeline out. Ultimately, it was worth the extra time to make sure the art was good enough to meet my expectations for the quality of the game, but it did delay its release.
3. Marketing Push. I learned some important lessons with the launch of Dapple. One of the most important was the need to have your marketing push happen all at once. You want everyone to be talking about your game at the same time. I’ve already mentioned the problems the release date caused with this, but I suspect there were some other missed marketing opportunities around advertising that I didn’t explore. I haven’t had a lot of luck with advertising driving sales. However, I think if done properly, there may be ways to leverage advertising effectively, even for $0.99 games…I just haven’t figured it out yet.
4. Not Enough Levels in v1.0. During development I had to make a call about how many levels to include in the initial version of the game. I looked at the great games in the genre (e.g. Harbor Master, Flight Control, etc) and looked at how many levels each had shipped with, and decided to ship three levels. I also chose to limit myself to three levels at first because the game was already taking longer than I had expected. However, what I discovered is that people expect new games to contain as many levels as the other games do now, not how many they contained when they shipped. Some of the reviews of Monkeys in Space have mentioned that they would have liked to have seen more levels in the game. Since then I have released a fourth level as part of a free update and I hope to release more. Regardless, what I failed to realise is that the free update system for iPhone apps creates a different set of expectations in people’s minds. They don’t care that game X shipped with one level; what matters is that it has five now. This was an important lesson in competitive analysis for me.
5. Public Recruiting of Testers. I almost listed this in the “What Went Right” section as well, and it just barely squeaks into the “What Went Wrong” list. Very early in the process (much earlier than I’d ever considered before) I started asking people to play test the game and provide feedback. I put out a call on Twitter, on this blog, and in iPhone gaming forums, looking for people who wanted to play the game and provide some honest feedback about what did and didn’t work. The reason this should also be in the “What Went Right” is that I got some terrific people playing the game and providing me with insightful and helpful feedback. However, I also had a lot of people sign up, get the builds, and I’d never hear from them again. I think there is a small group of people who say they’ll beta test a game just to get a free game. The good news is that I’ve met enough great people that I now have a decent list of preferred testers I’ll ask first next time.
Conclusion
All in all, I’m extremely proud of Monkeys in Space. I think that I learned a lot from some of the mistakes I made with my first game, but I still made a few new mistakes. I suppose that’s all part of the process of becoming a better game designer, developer, and business person. What I like most about Monkeys in Space is seeing new players pick it up and to watch how easily they get involved with the game. I also love watching people laugh when the monkeys scream and wave their arms frantically. People seem to have fun with the game, and that makes me happy. To me, that alone makes the game successful.
Owen
We Live in the Future
Monday, January 4th, 2010
Hello 2010! Every time someone mentions that it’s 2010 to me, I can’t help but thing “2010…but that’s the future!” According to Arthur C. Clarke we were supposed to be sending manned missions to Jupiter by this point. Besides, it just sounds like the future!
At any rate, since it’s the first day back at work after the holidays, I thought I’d take the time to write up a post looking back at 2009 and looking forward to what’s coming up in 2010. I know…big surprise, right?
First, let’s take a look back at what 2009 held for Streaming Colour Studios:
Dapple
In February, I released my first game as Streaming Colour Studios called Dapple for the iPhone and iPod touch. The game has had several updates made to it over the year and I was extremely pleased with how the game turned out. The game was received very positively by the game critic community. It didn’t sell as well as I had hoped it would, but I learned some hard and valuable lessons about the importance of marketing a product. One bit of nice news is that the game continues to sell a few copies a day nearly a year after its initial release, so that makes me happy. After nearly a year of sales, and a lot of perspective, I can honestly say that I think Dapple did well considering it was my first game.
Dapple Lite
In March I released a free version of Dapple that let players play 3 levels of the game and try it out. I believe that it helped sell a lot of copies of Dapple over the months, especially when the price of the game was over $1.99. At $1.99 and below, I question how much the lite version helps. I think at that price point a lot of purchases are impulse buys and having a free version available might actually take sales away from the full version. However, I don’t have enough data available to draw any real conclusions from this; it’s just a hypothesis.
360iDev
In March I gave a talk at the first 360iDev conference in San Jose. I gave a talk on the processes and lessons I learned in creating Dapple. I think the talk was well received. The conference was amazing and was one of the best conferences I have ever attended.
App Treasures
At 360iDev, myself and a few other devs started talking about ways for indie developers to get more noticed and for ways to cross-promote our games. We started looking at what publishers do, but we didn’t like the limitations that working with a publisher can place on you. We decided to form an independent games label called App Treasures. Since its formation, we have grown to include 8 top independent developers and 20 games.
WWDC
I was lucky enough to be able to attend WWDC this year. What an experience that was! I learned an incredible amount in the sessions and I met really amazing people at the parties. My wife and I then spent a week in San Francisco after the conference on vacation. I have to say, San Francisco is probably my favourite city I’ve been to in the U.S.
Mobile Developers and Designers of Toronto
Early in the year I decided that Toronto needed a meet-up for iPhone developers. I set a date and discovered that another local developer, James Eberhardt had had the same idea and called a meeting for the same night! We decided to roll the two meetings together into one bigger group that wasn’t iPhone focused, but rather mobile development focused. While I was in Toronto I really enjoyed being a part of that community.
Guelph
In September my wife and I moved from Toronto to Guelph (a small city about an hour West of Toronto). Since I work out of my home, that meant that the business moved too. I still try to remain in contact with the Toronto dev community, but I’ve been trying to get a south-western Ontario developer meet-up going. The problem is that there are a lot fewer of us outside of Toronto.
A Chapter
Earlier in the year I was approached by Apress and asked if I’d be willing to write a chapter for one of their new iPhone books. I said I would, and I wrote a chapter called “You Go Squish Now! Debugging on the iPhone” which appeared in their “Advanced iPhone Projects” book. It was fun to write the chapter, and now I can add “author” to my list of credentials.
Monkeys in Space
Finally, at the end of November I released my second game: Monkeys in Space: Escape to Banana Base Alpha. With my second game I tried to learn from a lot of my mistakes made around the Dapple launch and marketing strategy. I also tried to create a game that was much more accessible. I think I succeeded in creating a game that was much more easily played, but still had some depth to it. However, although I learned a lot on the marketing side of things, I still made one critical error: I accidentally released the game on American Thanksgiving. It was an honest mistake; it didn’t even occur to me that that’s what the date was. However, when I started sending out press releases, I started getting back “out of office” replies from review sites. Couple that with the fact that what seemed like 90% of the games on the App Store had a Black Friday sale, and the whole thing derailed my marketing plan.
However, what seemed at first like a failed launch had a turn-around. Good reviews started coming out for the game in the week following Thanksgiving. One of the big turning points was the Touch Arcade review of the game. Getting on the front page of Touch Arcade gave me a two day sales spike akin to being featured on the App Store! Then a week before Christmas, the game showed up in the Games -> What’s Hot lists on app stores around the world. The first week of being featured was great and helped boost the game’s rank in a lot of different countries. Because it wasn’t a front page feature, the boost wasn’t enough to get me into any Top Games or Top Paid Apps lists, but it was still great to see.
So I think it’s safe to say that 2009 ended on a high note for Streaming Colour Studios. 2009 was certainly an exciting year for my company, and for me personally. Running my own business has proven to be an extremely rewarding, and challenging, experience.
What’s coming up for 2010?
360iDev
I missed the second conference in Denver because I was moving, but I’ll be in San Jose in April for the 3rd 360iDev conference, dagnabit! I’ll be giving another talk, and this one might be a little crazy. It’s called “Improv Prototyping” and I’ll be attempting to code a game prototype on stage based on audience suggestions…in one hour. I will also, at the same time, talk about the processes I use in my own games for rapid prototyping. If you can make it to San Jose in April, it’s going to be an incredible conference. 360 Conferences runs an amazing show and their prices are ridiculously low given the quality and quantity of presenters. And if you book soon, the prices are lower than if you book later. So go book a ticket!
Monkeys in Space
I do have some more level updates planned for Monkeys in Space, so stay tuned for more news on that.
More Games
My book of game ideas is bursting at the seams. In 2010 I’m looking at putting out at least 2 more games, and hopefully more. I have a bunch of small game ideas I’d like to build, but I’ve also been thinking about a much bigger game concept that I’d like to get to at some point. We’ll see if 2010 is the right year for that or not. I’ll still be doing iPhone stuff, but I’ve been thinking about taking on another platform or two. We’ll have to see things go.
South-Western Ontario iPhone Dev Meet-Up
I would really like to get a dev meet-up going for Guelph, Kitchener/Waterloo, Cambridge, London going. If you’re a local developer and are interested in meeting up once every month or two, please send me an email and let me know: info@streamingcolour.com
It looks like 2010 is going to be another exciting year for me and Streaming Colour Studios. Here’s hoping it’s a great year for us all!
Owen
Video Blog Delayed
Wednesday, September 16th, 2009
On last week’s episode of the Streaming Colour Video Blog, I said that I hoped to show you my title screen design for the new game on this week’s episode. Unfortunately, that can’t happen. I’m going to delay the video blog until I can get that ready to show you.
Earlier this week I thought I’d better do some trademark research to make sure the name I had chosen for the game didn’t conflict with any existing trademarks. When I did a search with the Canadian and American trademark offices, I discovered that there was a potential conflict an existing mobile game name in the US. The names weren’t an exact duplicate, but I think that if that company had wanted to, they might have been able to argue that my name could have been confused with theirs.
The net result of this is that I need to come up with a new name for the game. This bugs me, because I really liked the name I had for the game, and now I have to come up with something totally new.
I’m hoping that I’ll have a new name in the next few days and I can redo the title screen art with the new text in it. Until then, I’m afraid the game shall remain slightly shrouded in mystery.
If you want to run your own searches, you can search the US and Canadian trademark offices here:
Owen
Overanalyzing Analytics
Tuesday, September 15th, 2009
Let me start by saying this: I am a data junkie. I love data. I love making spreadsheets, trend lines, projections, and trying to eek conclusions out of data. I used to love Excel, but now that I’m a Mac guy, I love Numbers. I love importing data and generating beautifully elegant graphs that sumarize findings. There, I’ve said it. Hopefully that provides a small amount of context for this post.
I’ve been thinking a lot about all the data I gather related to my business. Every morning when I get up, I check the following list of analytics data:
- Dapple sales stats from the previous day
- Dapple Lite download stats from the previous day
- Dapple and Dapple Lite world-wide rankings in the App Store
- Google Analytics for Streaming Colour and App Treasures
- LinkShare reports for click-throughs to the App Store from various places on the web
- Google AdWords campaign data
- YouTube channel view data
- Bit.ly account for click data on some important links
There is an incredible amount of data available to us as iPhone game developers and web site hosts to micromanage aspects of the business. The staggering thing is that all of this data is available on a daily basis. Some of it is even available on an hourly basis! What I’ve started wondering recently, however, is if checking this data every day is necessarily a good thing.
Take a look at what happened with the iTunes App Store last week when Apple rolled out iTunes 9 at their iPod event. The store was broken for a few days, in that games sub-categories disappeared. The issue was fixed in a few days in the US store, and this morning it looks like the Canadian store has been fixed. But developers, myself included, went insane! We were able to watch our sales plummet every day, and watch our rankings plummet by the hour.
The important thing to note is that, for myself, I had one bad day of sales as a result. After the 2nd day, my sales were basically at where they were before. I’m sure for some other developers who have larger daily sales, it had more of an impact. But it really got me thinking that maybe I worry about the short-term too much. Maybe we all do.
Don’t get me wrong. In an industry that moves as quickly as ours; where a game can go from the #200 ranked game to the #10 ranked game in a matter of hours, this kind of granularity definitely has its place. It’s important to follow your trends and pay attention to what works and what doesn’t.
However, I think it’s equally important to remember that not everything can be tracked at this level of granularity. For myself, even, in my first Numbers Post, I talked about the small spike in sales I received from the Kotaku review of Dapple. But what the data and the graphs don’t tell me how many people saw the review but didn’t buy the game right away. How many people saw the review, but didn’t buy the game until they read two other reviews of Dapple? When we look at the data in such a narrow window, we lose sight of the bigger picture.
After Dapple’s release, I spent the next several months promoting it, advertising it, coding updates for it, and watching all the data roll in. I tweaked what I was doing every day in response to the data. While this approach taught me an incredible amount about what seems to work and not work when promoting a game, I think there are also several big problems with this:
- It takes too much time – I’m a one-person studio. Every hour I spend on one thing means I’m not spending that hour somewhere else. While marketing and PR are an incredibly important part of launching a game (the most important, perhaps), spending that time wisely is also important. At the granularity I was looking at data and reacting to it, I think I wasted a lot of time. I will learn from that with my next game.
- You lose sight of the big picture – Early on, when I’d have the occasional day of 0 sales, it would suck the wind right out of my sales. It was like someone slapped me across the face. But what I’ve learned is that a day of 0 sales now and then doesn’t matter. If every day has 0 sales, that’s a different story. But the occasional bad day is going to happen. What I try to do now is look at bigger trends more often. I look at sales over a week or two and look at whether they’re trending generally up, down, or stable. This allows me to make smarted decisions about what to try next.
- You don’t have enough data - My university degree is actually a Bachelor of Mathematics, so you think this lesson would have set in sooner. I took a lot of stats classes, and they told us this a lot, but sometimes you have to remind yourself. There’s a lot of noise in data. This is especially true when your sample size is small. This relates to the previous point. If you’re selling between 3 and 10 copies per day of a game, it’s impossible to draw any kind of conclusions from daily data. There just isn’t enough of it there. However, if you have 10 sales one day, and 3,000 the next, that’s data you want to pay attention to. Looking at data over the longer term helps to eliminate noise and show more important trends that you can draw real conclusions from. If I change my app description text one day and my sales go from 2 to 4 the next day, I can’t conclude that my description change doubled my sales. However, if my sales went from 14 sales per week to 28 sales per week, now I can feel slightly more confident in saying that it helped.
So my point is really this: daily data is important. We shouldn’t discount the usefulness of this data. It has the ability to show us big changes due to immediate events (like being featured by Apple, for example). But, let’s not forget that data over the long term is also extremely important, especially when you’re looking at building a long-term business strategy. We can’t rely solely on the daily data to derive our conclusions. There’s just too much noise in that data most of the time. Plus, worrying and agonizing about your data every single day will just drive you nuts.
For my part, I will keep checking that data every day, because I do need to be aware of daily changes. But I’m not going to let that daily data run me and my business; I’m going to try to draw conclusions from data over the longer term. When I see big changes from one day to the next, that’s when I’ll dig in deeper to find out why. Hopefully this will allow me to concentrate on what’s really important: making and selling great games.
Owen






