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Gaming Engines for Windows 8 M6: Monetizing and Store submission Adam Tuliper Microsoft Technical Evangelist Michael Palermo Microsoft Technical Evangelist.

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Presentation on theme: "Gaming Engines for Windows 8 M6: Monetizing and Store submission Adam Tuliper Microsoft Technical Evangelist Michael Palermo Microsoft Technical Evangelist."— Presentation transcript:

1 Gaming Engines for Windows 8 M6: Monetizing and Store submission Adam Tuliper Microsoft Technical Evangelist Michael Palermo Microsoft Technical Evangelist Jeremy Foster Microsoft Technical Evangelist

2 Jump Start Target Agenda Gaming Frameworks for Windows 8 Module 1: Planning your game Module 2: Game assets Module 3: Construct2 by Scirra MEAL BREAK Module 4: GameMaker by YoYo Games Module 5: Unity Module 6: Monetization and Store submission

3 Module Agenda Monetization strategies Gaming Analytics Store Submission ˃ ˃

4 Monetization Strategies Free Purchase (min $1.49) Time trial of app Timed features (ex 365 days of all levels) In-app purchases & consumables Third party commerce engines Microsoft ads (pub center) Third party ads/ ad sharing networks (ad duplex, ad rotator, lotaris, inMobi, etc)

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11 App Purchase Revenue Share 0 to $25K (lifetime sales)= 70/30 Reach $25K+ = 80/20

12 Third Party Commerce No Revenue Share with Microsoft Flexible Options Support for Consumables & Subscriptions Several providers including PayPal SDK

13 pubCenter 1. Create pubCenter account 2. Define an app, get an AppId 3. Define ad sizes, get an AdUnitIt 4. Use an ad control in your app with AppId, AdUnitIt

14 PUBCENTER demo

15 Strategy - choices, choices, choices Free (ads?) Free with in-app purchases (ads?) Trial Pay once Pay once with features purchased via in-app purchases All the above with consumables Subscription

16 Strategy New application? Consider app purchase & in-app purchase Games Can provide In-app purchases for levels, energy, food, gold, capabilities Apps Purchase additional features, remove ads, subscription features Be prepared to make changes to strategy in releases

17 Module Agenda Monetizing strategies Gaming Analytics Store Submission ˃ ˃

18 Gaming Analytics Analytics: Report of (potentially) all aspects of gaming data

19 Why Analytics? Analytics help you understand – what happened what did not happen popular & unpopular features Analytics replace guessing with strategic data

20 Windows Store – “out of the box” Summary

21 Windows Store – “out of the box” Usage

22 Windows Store – “out of the box” Downloads

23 Windows Store – “out of the box” Ratings

24 Analytics – Go Beyond! “Did the user even look at the options screen?” “What is happening right now since we updated?” “Why do the reviews say the game crashes?” “How far do players typically go in the game?” Implementing analytics in your game can provide you real-time information on data that matters to you. Consult your gaming framework documentation for what analytic options are available.

25 Module Agenda Monetizing strategies Gaming Analytics Store Submission ˃ ˃

26 Store expectation

27 DISSECTION OF AN APPXUPLOAD FILE demo

28 Game engine deliverables Scirra Construct2 – Visual Studio project (HTML/JavaScript) YoYo GameMaker – appxupload file Unity – Visual Studio project (C# or C++)

29 Store dashboard Go to dev.windows.com | dashboard Submit an app

30 APP SUBMISSION WALK THROUGH demo

31 Summary Monetizing strategies Gaming Analytics Store Submission

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