2,700 karma · joined March 13, 2007
We used GI at pixar when it was appropriate, even at the expense of long render times - that is to say, only when it made the final product look better. How you get to the result doesn't matter, only what it looks like on screen.
Marketing, sales, demos, meetings, running out of cash, press embargoes, and a host of other reasons can create real deadlines whether you like it or not.
Plans and deadlines are also helpful as a measure of progress - are we ahead or behind what we planned?
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I would take a close look at your retention rates and find where people are dropping out of the game and use that information to make the best iOS version possible.
It looks like a great game and will translate well to touch interfaces. Do it.
Sometimes those problems are with product design and UX. Sometimes those problems are mathematical. If you are successful, often they have to do with scalability and reliability. If you work with great people there are always hard problems in enabling productivity and building great tools. Many companies have serious and significant challenges around security and may not even know it. If most companies are solving simple problems, then why aren't most companies automatically successful?
If you broaden your definitions of "hard" you might find that there are many things that qualify. If what you mean is "hard mathematical problems" then yes, you will have to learn some math.
The reality for many other people, myself included, is quite different.
And that's all I'm going to say about that.
I've spent lots and lots of time on this. I've used nearly every off-the-shelf system as well as some really well-done in-house systems (Zynga, in particular).
All have major shortfalls, and many startups have piecemeal data in multiple providers (AppAnnie! Flurry! MixPanel! Google Analytics! Internal Databases!) that only solve one little sliver of the problem and don't talk to each other. There's plenty of room for innovation and improvement.
I find that most teams start exactly where this article starts - modeling total installs over time using constant virality. They then realize they care more about active users, and do the same for retention, then realize that retention and virality change over time, and do a cohort model.
Jumping to the end is likely to confuse people who haven't already organically gone through this process. I was also a little underwhelmed at first read, so some mention of the plan in future posts would help us know where you are going.
In successful acquihires, the acquired teams stay together and work on a new but related project with the additional resources and weight of the big company behind them. When it works, it is much better than just putting random people together since building effective teams is hard and takes time.
Also, keep in mind that acquihires often give the majority of value to the employees in new, unvested stock options vs. cash or vested stock.
Hire luminaries in fields to become mentors. Invest in training, teaching, and mentorship. Create an alumni network of successful people.
New distribution channels don't appear that often and when they appear you should rush to be early and aggressive, as they decline in effectiveness over time, which limits competitors' ability to match you.
Of course a strong product and good retention are essential to keeping those users, but you are a video app and this opportunity were to present itself you would be crazy (stupid) not to jump on as quickly as humanly possible.
That said - request recipient optimization works, and offering it as a service could be a successful business. I think your primary value proposition (higher CTR's on lower volume) is solid, but would like to see verification that your approach (using clustering) is valid for that use case.
Options:
* Paid: Ads, other pay marketing.
* Inbound: Blog. SEO. Etc.
* Viral: generate incentives and reasons for users to invite and refer people they know via social networks, email, etc.
* Other "organic" channels: hack your way to the top of the app leaderboard, for instance.
Um. No. You mismanaged your finances and chose not to give your employees any warning that they will be without pay or health care.
A word to all you startup founders out there - don't toy with your employees' lives. If you are running out of money, let them know so they can plan.
I sat in the office next to the love lounge for over a year. Great way to see all the celebrities visiting the studio.
It's a shame Shay didn't join Zynga so that he could see how we really operate and how we really think about our players instead of taking on what is essentially an uninformed and cliched conventional wisdom opinion about the company.
I don't know anything about contracts, so I have no opinions about that part. I just take issue w/ the last half of his article that slanders me and my team without any first-hand knowledge in order to market his new dev shop.
Woz without Jobs would just be some really good engineer inside some gigantic company no one has ever heard of. He even is quoted in the book as having aspired to that.