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Session Name:

The Art of Killing Games


In a world where about a thousand new games are released each week, it doesn't suffice to make a good game to be successful. You have to deliver a great game to make it to the top of the app stores. But how can you make sure that you're working on nothing but the best concepts? How do you know when it's not worth spending time on a concept anymore? Who is making that decision? And is there a life after killing a game? With its hit filter, Wooga has introduced a development approach that allows teams to continuously review all projects and radically weed out the ones that don't live up to high expectations in terms of gameplay, retention or monetization. Learn more about the importance of failing fast, failing often and finally making it to the top of the App Store.

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  • GDC Europe 2014
  • Adam Telfer
  • Wooga
  • free content
  • Business, Marketing and Management
  • Business & Marketing
  • Production
  • Production