A Live Ops Case Study
Ever wondered how does it feel to be the BIG boss? Well, it’s about time you practice your strategy skills! Dungeon Boss is a fast-action, turn based, RPG battle mobile game loaded with tons of powerful heroes to collect and ascend, available on iOS and Android (Google Play Store & Amazon AppStore). You start by building a team of powerful characters and then battle through the dungeons using turn-based combat.
We were not kidding when we mentioned the word “strategy” above: you’ll have to guard your dungeons & also raid the dungeons of your foes to steal their gold, take your teams to fight in campaigns against fierce bosses, upgrade the skills of your heroes, or reap special awards, all in a tactical approach. Nevertheless, it’s cool that Dungeon Boss gives you the freedom to learn the best tricks from other players by watching battle Replays in My Dungeon.
Amber’s Live Ops team took over in early 2019 with the main goal of maximizing all game’ KPI, with accent on improving retention and boosting overall monetization. In other words, keeping the player engaged. We knew what we had to do: add new content to the game, add new features to the game, launch new events/tournaments, continual product improvements & manage the community.
Because big projects require complex resources, we’ve assigned members from almost every discipline to the team. We had Production, Deployment Management, Project Management, Product Management, Engineering, Design, Art, QA and Custumer Support/Community Manager.
The tallest hurdle was met by our Engineering team: they had to learn and work with the game’s proprietary scripting language, designed to bypass platforms restrictions on app updates.
On the other hand, we’ve had a solid art pipeline: concept art was a fast and effective process, modeling was done at high quality and feedback rounds taken in and corrections performed quickly, animation quality was great.
One of the challenges was the fact that we had to work in Gameloft’s new systems, a spiderweb of interconnections between different technologies they use in all their games. As we progressed with the game, we had to update and upgrade these systems. And because we weren’t intimately acquainted with them, we had to adapt to a different way of working from our previous projects with them.
The overall experience was very enjoyable for us, but so are all the projects with Gameloft.
It’s been such a good exercise for us to upscale our internal communication skills and learn new ways to work effectively. It’s inevitable to encounter some struggle, but it also feels empowering when you witness progress.
One of the main reasons why the project had a good flow is because our team took time to understand the project and the client. A direct, solution oriented communication and some time to play the game regularly (acting as customers), learning the Meta, and participating in events to feel the results of effort directly really helped our team to anticipate the next steps.
At the moment, the project runs in a LiveOps team structured between our Amber peeps and the Boss Fight team, located in Texas. We are assuring a proper team synergy by daily communication, goal alignment, shared vision & values.