ºÝºÝߣshows by User: SimonHade1 / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: SimonHade1 / Mon, 06 Mar 2017 11:23:51 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: SimonHade1 Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn /slideshow/lean-live-ops-free-your-devs-annotated-edition-joe-raeburn/72853966 leanliveops-freeyourdevsannotatededition-joeraeburn1-170306112351
Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects. For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/]]>

Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects. For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/]]>
Mon, 06 Mar 2017 11:23:51 GMT /slideshow/lean-live-ops-free-your-devs-annotated-edition-joe-raeburn/72853966 SimonHade1@slideshare.net(SimonHade1) Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn SimonHade1 Space Ape has become well known Live Ops through the success of it's mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape's Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects. For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/ <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/leanliveops-freeyourdevsannotatededition-joeraeburn1-170306112351-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Space Ape has become well known Live Ops through the success of it&#39;s mobile games Transformers:Earth Wars, Rival Kingdoms and Samurai Siege. Combined these games have generated over $90m in sales from over 35m people. In this GDC presentation, Space Ape&#39;s Joe Raeburn talks about how the studio organized itself for Live Ops, to free up the majority of the studio to work on new projects. For more on Space Ape and Live Ops see: https://tech.spaceapegames.com/2017/03/06/space-ape-live-ops-boot-camp-part-2-gdc-edition/
Lean Live Ops - Free Your Devs (annotated edition) - Joe Raeburn from Simon Hade
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Life After Launch: How to Grow Mobile Games with In-Game Events /slideshow/life-after-launch-how-to-grow-mobile-games-with-ingame-events/69927606 hadesimonforgetfeatureshow-161207193445
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops ]]>

Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops ]]>
Wed, 07 Dec 2016 19:34:45 GMT /slideshow/life-after-launch-how-to-grow-mobile-games-with-ingame-events/69927606 SimonHade1@slideshare.net(SimonHade1) Life After Launch: How to Grow Mobile Games with In-Game Events SimonHade1 Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hadesimonforgetfeatureshow-161207193445-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
Life After Launch: How to Grow Mobile Games with In-Game Events from Simon Hade
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Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1 /slideshow/plan-now-live-forever-engineering-mobile-games-for-live-ops-from-day-1/69926926 plannowliveforever-engineeringmobilegamesforliveopsfromday1-161207191358
To view the accompanying video see http://links.spaceapegames.com/liveops Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles. In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP. DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way. A BRIEF HISTORY OF IN-GAME TARGETING. Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach. UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend. To find out more about the developer go to www.spaceapegames.com ]]>

To view the accompanying video see http://links.spaceapegames.com/liveops Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles. In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP. DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way. A BRIEF HISTORY OF IN-GAME TARGETING. Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach. UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend. To find out more about the developer go to www.spaceapegames.com ]]>
Wed, 07 Dec 2016 19:13:57 GMT /slideshow/plan-now-live-forever-engineering-mobile-games-for-live-ops-from-day-1/69926926 SimonHade1@slideshare.net(SimonHade1) Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1 SimonHade1 To view the accompanying video see http://links.spaceapegames.com/liveops Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles. In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP. DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way. A BRIEF HISTORY OF IN-GAME TARGETING. Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach. UNDER THE HOOD: RIVAL KINGDOM'S CMS TOOLS Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend. To find out more about the developer go to www.spaceapegames.com <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/plannowliveforever-engineeringmobilegamesforliveopsfromday1-161207191358-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> To view the accompanying video see http://links.spaceapegames.com/liveops Around half of the $80m revenue generated by Space Ape’s three mid-core build and battle games is attributable to in game events. By adopting a flexible forward looking approach to tools development Space Ape efficiently operates their games with very small non-technical teams maintaining major weekly content update cycles. In this talk, Space Ape’s senior Live Ops specialists give a demo of their tools and workflows and share the content strategies that have allowed them to grow revenues whilst enabling the studio to focus the majority of its development capacity on creating new games and IP. DESIGNING SUCCESSFUL LIVE OPS SYSTEMS IN FREE TO PLAY GACHA ECONOMIES Space Ape shipped Transformers:Earth Wars in the Summer pre-baked with the community events tools that had worked so well in their previous game, Rival Kingdoms. However, they soon realised that many of the old tricks did not apply to the game’s gacha collection economy which had more in common with Kabam’s Contest of Champions than the linear economies of most Build and Battle games. In this talk Space Ape’s Live Ops Lead Andrew Munden (formerly Live Ops Lead at Kabam) will share the content strategies that work in gacha collection games as well as how to build a manageable content furnace and balance player fatigue in a sustainable way. A BRIEF HISTORY OF IN-GAME TARGETING. Analytics lead Fred Easy (ex Betfair, Playfish/EA) will share the evolution of his offer targeting technology from it’s belt and braces beginnings to sophisticated value based targeting and the transition to a dynamic in-session machine learning approach. UNDER THE HOOD: RIVAL KINGDOM&#39;S CMS TOOLS Game changing content is introduced to Rival Kingdoms every month, with in game events at least every week. Product Manager Mitchell Smallman (formerly Rovio, Next Games) and Steven Hsiao (competitive StarCraft player turned community manager turned Live Ops lead) will demonstrate the content management tools that allow them to keep the game fresh for players without developer support. This will include the tools for configuring competitive events, inserting new content into the game as well as how they measure performance of the changes and optimise on the fly. Learn how these tools enabled them to grow revenue for 6 consecutive months with no marketing spend. To find out more about the developer go to www.spaceapegames.com
Space Ape's Live Ops Stack: Engineering Mobile Games for Live Ops from Day 1 from Simon Hade
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Space Ape's Analytics Stack /slideshow/the-samurai-siege-analytics-stack/45128987 thesamuraisiegeanalyticsstack-150225093506-conversion-gate01
ABOUT SPACE APE Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months. Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics. ABOUT THIS PRESENTATION This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams. The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business. This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015. For more on Space Ape's Live Ops and Analytics stacks see https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/ ]]>

ABOUT SPACE APE Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months. Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics. ABOUT THIS PRESENTATION This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams. The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business. This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015. For more on Space Ape's Live Ops and Analytics stacks see https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/ ]]>
Wed, 25 Feb 2015 09:35:06 GMT /slideshow/the-samurai-siege-analytics-stack/45128987 SimonHade1@slideshare.net(SimonHade1) Space Ape's Analytics Stack SimonHade1 ABOUT SPACE APE Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months. Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics. ABOUT THIS PRESENTATION This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams. The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business. This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015. For more on Space Ape's Live Ops and Analytics stacks see https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/ <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/thesamuraisiegeanalyticsstack-150225093506-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ABOUT SPACE APE Space Ape&#39;s hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it&#39;s launch in October 2013. The game was built by a team of 12 over 6 months. Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team&#39;s focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics. ABOUT THIS PRESENTATION This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape&#39;s product, marketing and community teams. The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business. This presentation was made by Space Ape&#39;s analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show &amp; Tell in London on 25 February 2015. For more on Space Ape&#39;s Live Ops and Analytics stacks see https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/
Space Ape's Analytics Stack from Simon Hade
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https://cdn.slidesharecdn.com/profile-photo-SimonHade1-48x48.jpg?cb=1525779073 SPACE APE IS HIRING!!! 10+ jobs in front line dev, design, QA. Find out more http://www.spaceapegames.com/careers/ To learn how we do Live Ops follow this link: http://links.spaceapegames.com/liveops Space Ape Games is an Award Winning Mobile/Social Gaming startup founded in 2012. We’re a small, high-performing team with big aspirations to make the highest quality and most successful games on your smart phone and tablet. http://www.kittentocat.com https://cdn.slidesharecdn.com/ss_thumbnails/leanliveops-freeyourdevsannotatededition-joeraeburn1-170306112351-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/lean-live-ops-free-your-devs-annotated-edition-joe-raeburn/72853966 Lean Live Ops - Free Y... https://cdn.slidesharecdn.com/ss_thumbnails/hadesimonforgetfeatureshow-161207193445-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/life-after-launch-how-to-grow-mobile-games-with-ingame-events/69927606 Life After Launch: How... https://cdn.slidesharecdn.com/ss_thumbnails/plannowliveforever-engineeringmobilegamesforliveopsfromday1-161207191358-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/plan-now-live-forever-engineering-mobile-games-for-live-ops-from-day-1/69926926 Space Ape&#39;s Live Ops S...