Matthew Hall, Founder and Developer of KlickTock, describes his career as the childhood hobby that never went away. He decided on his career direction at a very early age. He was five years old when he watched a news piece on Atari with some footage of the factory floor. He turned to his parents and said, “When I grow up, I want to be an electronic engineer.” |
By eight years old, he was making his own games. Recently, he took out a 30-year-old cassette of these games and was impressed to discover that almost all of them were complete. “These days,” he admits, “I have a lot more half-finished games lying around.” Hall began working as a professional game developer in 2001 and now he can’t imagine doing anything else.
If you want to know more about Matt hall check this site.
If you want to know more about Matt hall check this site.
His 5 rules
Many people say you have to be lucky to make a hit on the app store. Joost van Dongen claims that the success of a video game is determined for 33% by the game itself, 33% through marketing and 33% through luck.
Well, 5 of 7 games that Matt Hall made ended on number 1 in the iOS store. That's a 71% hit rate. He either is extremely lucky or he has a enormous marketing budget or he must be doing something ingenious when he designs a game.
In this article, he explains his 5 rules that he always follows when he is making a game.
Well, 5 of 7 games that Matt Hall made ended on number 1 in the iOS store. That's a 71% hit rate. He either is extremely lucky or he has a enormous marketing budget or he must be doing something ingenious when he designs a game.
In this article, he explains his 5 rules that he always follows when he is making a game.
Rule #1: Make Your Game For One Person
This kinda comes down to make a persona for your game. I must admit that I didn't do my persona so detailed as Matt. The better you know this person, the better you can adapt your game to him/her.
The major flaw about Matt's methode is that he only uses one persona. If you follow the three tiers of noncustomers you need at least 3 persona's to represent these groups.
It's important that you find the commonalities of these persona's. That's should be the way to blue ocean.
The major flaw about Matt's methode is that he only uses one persona. If you follow the three tiers of noncustomers you need at least 3 persona's to represent these groups.
It's important that you find the commonalities of these persona's. That's should be the way to blue ocean.
Rule #2: Watch How People Are Playing
Rule 2 extends rule 1. You really need to know your customers and noncustomers. Get out there and connect with the people you want to make your game for. Who are they? When and where do they play? Why? Why do or don't they buy your game? Why are they interested in your game? ...
Hubspot seems to be a good start to make a persona.
Hubspot seems to be a good start to make a persona.
Rule #3: Always Be Prepared To Change
This one is obvious. You should learn out of failures. Try to find out what went wrong and change it.
Throughout all industries, you hear the news about companies reorganizing. That means they are adapting to new circumstances or are trying new ways to achieve success.
Einstein one's told: "The purest form of insanity is to leave everything the same and the same time hope that things will change.
So don't be stupid. If a shift in the industry occurs be prepared to change with it.
Throughout all industries, you hear the news about companies reorganizing. That means they are adapting to new circumstances or are trying new ways to achieve success.
Einstein one's told: "The purest form of insanity is to leave everything the same and the same time hope that things will change.
So don't be stupid. If a shift in the industry occurs be prepared to change with it.
Rule #4: Love Your Failures
Same as rule 3. Learn from your mistakes. Be willing to change your strategy, workflow,...
Rule #5: Be World Class
Always do you best. Sounds obvious.
Compare yourself with the best of the industry. Nobody is doubting that you should do that.
But remember, if a competitive game has high detailed gfx, complex gameplay or briljant sound, then it doesn't mean you need to do better then them. Just do your best.
Minecraft isn't liked for its gfx, but the maker did everything he could to make it a good game.
Compare yourself with the best of the industry. Nobody is doubting that you should do that.
But remember, if a competitive game has high detailed gfx, complex gameplay or briljant sound, then it doesn't mean you need to do better then them. Just do your best.
Minecraft isn't liked for its gfx, but the maker did everything he could to make it a good game.