Professional Documents
Culture Documents
ViaMachine-vegao Manuela@
ViaMachine-vegao Manuela@
This case focuses on a new product launch for a mobile game developer. It begins by focusing on more
commercial aspects of the product before shifting to explore the practicalities of technical product
development. It covers all elements of the case interview scorecard other than creativity, with stretch
areas in Judgement & Insight.
This case is only suitable for candidates applying to digital or technology-focused roles as it includes
ib co ga
several Information Technology expertise questions that cannot be skipped.
oh il. Ve
d )
ite m
Problem definition
Pr a la
g gm e
in @ nu
Your client, ViaMachine, is a mobile game developer that creates games for smartphones and tablets.
ar la a
Sh ue f M
ViaMachine launched a number of games over the past decade, but has not launched a new game in the
d an o
past two years, choosing instead to iterate and improve upon its current portfolio. The existing games are
an m py
now maturing, however, and ViaMachine’s management team are concerned about revenue and active
y o. o
user numbers levelling off. In order to refresh their offering and boost sales, ViaMachine’s leadership
op ga C
The client team have yet to decide what type of game they should develop. In particular, the client is
Pr
trying to decide which of its three existing genres to launch a game in: matching puzzles, action games,
( v
or augmented reality. They’ve asked your team to review the options and provide a recommendation,
taking into account both commercial and technical implementation concerns.
What kind of game should ViaMachine focus on developing, in order to boost its sales and user
numbers?
Additional information
If asked at this point or later, please share the following:
• ViaMachine’s core objective is to boost sales and user numbers. However, the client has not offered
a specific target on either of these
• ViaMachine’s product portfolio comprises 8 games across three genres. Given the firm’s capabilities,
they are also looking to launch the new game in any one of these existing genres:
− Matching puzzles (comparable to e.g. candy crush)
oh om ga
Pr il.c e
ib )
d
g a V
ite
in m la
ar g ue
Sh la@ an
d ue M
an an of
ng m py
yi o. o
op ga C
C e ate
iv
Pr
( v
Possible answer
We should review each of the three genres and perform a structured review of the commercial attractiveness
oh om ga
and technical feasibility of each. We should then select the genre that has the best balance of economic
Pr il.c e
ib )
d
g a V
potential and technical feasibility.
ite
in m la
ar g ue
Topics to review would include the following:
Sh la@ an
d ue M
• Competitive intensity within the genre (i.e. how much of the user base can one game capture?)
yi o. o
op ga C
b. Conversion rate to paying users (e.g., do more users for a particular genre just play a free offering?)
C e ate
•
Pr
In-game revenue
( v
2. What is the technical feasibility to develop a successful product in each genre, relative to the client’s
capabilities?
a. UX & Design
b. Creative & art
c. Technical implementation:
• Middleware selection & use
• Programming
• QA & testing
The client team want to begin by reviewing the performance of their current portfolio, to build intuition on
which genre might offer the greatest opportunity for further product development. The team have pulled
together data on user numbers and revenue to assist with this (share Exhibits 1 and 2).
What does this data suggest about the commercial attractiveness of each genre?
oh om ga
a per game level. Very strong candidates will combine data points within and between exhibits, and will
notice that conversion to paying users has been increasing steadily in augmented reality games, but is
Pr il.c e
ib )
d
g a V
flat or declining for the other two product types. If a candidate does not discuss conversion to paying
ite
in m la
users proactively, ask them to explore it using the exhibits.
ar g ue
Sh la@ an
• The client has 8 games overall, with the following split by genre:
an an of
Action: 3 games
−
yi o. o
• While the client only has 1 augmented reality (AR) game, it has been iterating and improving it since
C e ate
an early release five years ago. The client released a new version of the game last year with
iv
• All products have a freemium offering. Most monetization strategies involve a shift to a premium
v
• ARPPU = “Average revenue per paying user”. It captures total revenue / number of paying
customers (either paying for a premium version of a game or making in-game purchases)
• Consumers still enjoy matching games, but free or low-cost options are increasingly driving out paid
options
• Action games have well-established paths to monetization such as character upgrades, but are an
increasingly crowded category with some low-cost options entering
• Augmented reality games are newer, and monetization strategies are still being explored and
developed. However, the current wave of customers appears content to pay for these games (both
in terms of up-front purchase cost and in-game sales)
To begin with, both revenue and user numbers in augmented reality seem very promising. The client has
grown its first AR game to 4m users and $540,000 in annual revenue – nearly 40% of its overall sales.
On a per game basis, the revenue numbers for augmented reality are more promising than other genres
already.
In terms of future prospects, while other genres appear to be maturing augmented reality looks to be a
growth market. Our sales here have doubled in the last year alone, in response to a new update to
ViaMachine’s existing game with many new features.
oh om ga
The ARPPU numbers also provide considerable insight. While user growth remains quite positive in the
Pr il.c e
ib )
d
g a V
Matching Puzzle and Action categories, conversion to paying users appears relatively poor. For
ite
in m la
matching puzzles, revenue growth has declined more or less in line with ARPPU, but net user numbers
ar g ue
have increased. This suggests that there is a decline in conversion to paying customers, indicating that
Sh la@ an
users increasingly adopt free tiers only. In action games a similar but less pronounced change can be
d ue M
~0.33% conversion levels. Around ~1,000 customers were premium ($30,000 / 31 ARPPU), out of
yi o. o
op ga C
300,000 overall users. Last year conversion to paying customers is well over 1%: there are ~55,000
C e ate
paying customers ($550,000 / ~10 ARPPU), out of a user population of 4m. This is a very promising
trajectory, and suggests a positive future for monetization of the category.
iv
Pr
( v
oh om ga
Pr il.c e
ib )
d
g a V
ite
in m la
ar g ue
Sh la@ an
d ue M
an an of
ng m py
yi o. o
op ga C
C e ate
iv
Pr
( v
oh om ga
Pr il.c e
ib )
d
g a V
ite
in m la
ar g ue
Sh la@ an
d ue M
an an of
ng m py
yi o. o
op ga C
C e ate
iv
Pr
( v
ite
in m la
ar g ue
Sh la@ an
d ue M
an an of
ng m py
yi o. o
op ga C
C e ate
iv
Pr
( v
The client team are keen to explore the prospects for augmented reality games in more depth, and the
Head of Product is particularly keen on the category given its rapid growth and user adoption.
Based on the data we saw previously, what total number of users would ViaMachine need in the
augmented reality genre in order to reach $1m annual revenue in the category?
oh om ga
Possible answer
Pr il.c e
ib )
To attain $1m annual revenue from AR, we must reach a point where: [Total user base] X [Conversion to
d
g a V
ite
paying users] X [ARPPU] = $1m in m la
ar g ue
Sh la@ an
= ~7.4m users
op ga C
C e ate
The current player base is 4m, so this growth rate does seem feasible if the client were to invest more
iv
ViaMachine sees a lot of potential in creating a new augmented reality (AR) game, but it has only
launched one such game so far. In addition, ViaMachine built the previous game making use of third-
party contractor resource, and its internal capabilities in the space are still relatively immature.
The client is therefore looking for guidance on the implementation of an augmented reality application,
and what it should consider to ensure the technical implementation is successful.
Thinking creatively, what do you expect are some potential technical challenges involved with
developing an AR game?
oh om ga
Guidance for interviewer
Pr il.c e
ib )
Candidates should not yet be encouraged to resolve these challenges. This section aims only to ensure
d
g a V
candidates think creatively and put ideas “on the table”.
ite
in m la
ar g ue
For candidates not yet familiar with the genre, a description of augmented reality games is provided in
Sh la@ an
Possible answer
ng m py
To begin with there are potential issues with ensuring the software is functional and meets user
requirements. Potential challenges I foresee here include:
iv
•
Pr
Hardware integration. An AR application must interface with a user’s camera and potentially the phone’s
v
location tracking. We must ensure any application does this successfully across a range of device types
(
• Computer vision & image recognition. An AR app will be expected to “project” images onto a real
environment. This will involve detecting surfaces and objects in the real world, which may prove a
technical challenge
• Graphics. To ensure a good experience, the graphical implementation must work effectively but also
seamlessly match the real world
I also foresee potential challenges in terms of efficiency and run cost. An AR application may be
computationally expensive if designed poorly – even if it meets user requirements on the surface. This could
lead to a number of potential issues, which will be particularly problematic on older or less powerful devices:
• CPU overload, which may lead to slow run-time and a poor user experience
• Consumption of memory
• High battery consumption, which will be particularly problematic if the app is to be used outdoors for long
periods
oh om ga
Pr il.c e
ib )
d
g a V
ite
in m la
ar g ue
Sh la@ an
d ue M
an an of
ng m py
yi o. o
op ga C
C e ate
iv
Pr
( v
The client is concerned about CPU overload if any potential augmented reality game is too
computationally expensive. If the game does consume too much compute resource, many devices will
throttle the application, leading to poor performance and a greatly diminished user experience.
What could the client consider to minimize the likelihood of this problem?
oh om ga
Pr il.c e
ib )
If the candidate asks for details of the specific game at this stage, share that the current proposal is to
d
g a V
create a driving game where a virtual vehicle is “projected” onto a surface (e.g. floor, table) while a user
ite
in m la
steers the vehicle by moving the mobile device. A range of obstacles and potential bonuses are also
ar g ue
projected into real space for a user to encounter.
Sh la@ an
d ue M
Before moving on from this section, share that at the end of this review the client is satisfied with the
an an of
Possible answer
C e ate
There are a number of things we could consider to reduce resource consumption in the application. To begin
with, we should try and minimise the complexity of the application where possible, while being careful not to
iv
Pr
adversely affect the user experience. We could reduce texture resolution on the graphics, reduce polygon
v
counts on any 3D models, and consider reducing visual features and graphic options in the application. We
(
may opt to adjust some aspects of this dynamically according to a user’s device type.
Where possible we should also make the storage and loading of graphics as efficient as possible. In
particular, we should compress assets to the greatest extent possible. We should also consider pre-loading
or pre-fetching data before it is used, in such a way as to even-out the resource consumption of the
application. Loading large amounts of data (e.g. images, graphics) in one go will slow down the application.
The client should be thoughtful to make best use of the device’s hardware capabilities. For the graphics and
any image recognition used in the application, a device’s integrated GPU compute will be more efficient than
using the CPU.
Lastly, the client should look to adhere to good software development practices and to ensure the codebase
is as efficient as possible to avoid adversely affecting performance.
Possible answer
We were asked to investigate the mobile gaming market and to recommend the best genre in which to
launch a new game. Based on our assessment, launching an augmented reality game appears the best
choice to achieve ViaMachine’s objectives.
This is for at least two reasons. First, from a commercial standpoint AR appears to be the most attractive
game type. The market appears young and ripe for future growth: user number and revenue growth for
the category both appear very promising. In addition, while ARPPU is dropping, conversion to premium is
oh om ga
going up: ever more users are adopting paid options in the category.
Pr il.c e
ib )
d
g a V
ite
in m la
Second, the development appears feasible from a technical standpoint. We have explored a number of
ar g ue
concerns, and our initial analysis suggests that potential technical challenges can be overcome.
Sh la@ an
d ue M
As a next step, ViaMachine should develop a more detailed proposal for a new AR game in order to test
the concept and validate the technical challenges in more depth.
an an of
ng m py
yi o. o
op ga C
C e ate
iv
Pr
( v