Challenging Social Success Conventions: Maximizing Platforms-per-Person | Wilson KRIEGEL
411 views · Published 21 August 2011 · 31:47 · Indexed 10 November 2026
Channel: GameDaily Connect · 2011 · People & Blogs
Bringing a new game to market is hard. It requires tremendous talent, skills, creativity, foresight and luck to invent a new game mechanic, theme, and world that is engaging, cohesive and fun. Few studios or publishers consistently accomplish this over and over. Worse, even a modest success won't keep the lights on by itself. Wilson Kriegel, Chief Revenue Officer at OMGPOP believes the risk/reward balance improves dramatically when a game IP is leveraged across multiple platforms. However, doing this efficiently and profitably carries its own challenges. Not every game IP or mechanic is suitable for every platform. Without careful planning team size (and costs) quickly balloon unacceptably. Wilson will share how OMGPOP is successfully extending the value of their game design successes across traditional web, Facebook and IOS/Android audiences, while simultaneously controlling team size and costs. For slides visit: http://casualconnect.org/lectures/community-social/challenging-social-success-conventions-maximizing-platforms-per-person-wilson-kriegel
More from this channel
-
30:55
How Multi-platform Gaming is Making Classic Franchises Accessible to Larger Audiences | Carlson CHOI
-
50:50
You're Doing It Wrong: Game Devs vs Game Journos | Russ Pitts, James Portnow, Wendy Despain
-
50:13
In Search of Game Criticism | Daniel Cook, Robert Chipman
-
24:30
Aggressively Compatible Android Games | Dan GALPIN
-
15:32
Case Studies: Winning in Social Mobile | Thomas CHUNG
-
18:44
Make a Rockstar App -- Get Groupies! | Adam BOYDEN
-
29:41
No Fear! How to Embrace and Attack Change in the Industry | Matt HULETT
-
57:36
DIY: Indie Game Dev from Napkin to Profitability | Mark BAXTER