GAMES GATHERING 2017 KYIV

What it takes to create and manage a Super Casual studio

Talk recording: What it takes to create and manage a Super Casual studio

Itai Edry

Hall:
Business Track

What the talk is about

Itai Edry, product owner at Tabtale, explains how the company builds a studio for super casual and hyper casual games, and admits there is no ready answer: they are still finding it out. Tabtale began with interactive books, moved to games for toddlers and kids, and is now growing with its audience toward puzzle and hyper casual titles. Key ideas: focus on volume rather than chasing whales, since most games fail (about 400 ideas pitched, roughly 15 in production); the team comes up with at least five ideas weekly, prototypes some and pitches them to a board; ideas are tested with basic shapes, and viral topics let a game ship in a few days. Most games die in soft launch, while survivors enter LiveOps and a fight for retention. Monetization is mainly ads. Useful for indie developers and publishers of casual games.