Traplight <3 New Devs event

What do you get when you combine developers with years of F2P mobile games market experience, and a group of students and beginner developers eager to learn? A very nice evening of open discussion, information sharing and new interesting contacts.

On Wednesday 30th of May we had our first ever Traplight <3 New Devs event at our Office. The idea was to connect with the local developers who are just starting their career, and help them avoid the pitfalls that may come when you go headfirst into creating F2P games without prior experience on launching, metrics or marketing.

The topics of the evening where:
What does a great product deck look like?
– ABC of (soft)launching your F2P game
Game marketing with zero budget
– Portfolio feedback sessions

The feedback we received from the attendees was encouraging: It seems there is a need among young developers to hear more about the things that are not so directly related to the making of the actual core game. These topics are important for any F2P developer out there, but are not frequently covered in game studies.

We here at Traplight want to help educate the next generation of amazing developers in Finland, and Traplight <3 New Devs was the first step. Overall the evening was a great success, and we will definitely start planning for Vol 2. as soon as possible.

P.S. Check out some of the Topic slides from the links above!

P.S.S. Pictures below!

Traplight’s debut mobile title Big Bang Racing is as UGC as a game gets: since it was launched in July 2016, the Traplight team has created only 0,002% of the 10 million levels in the game, while the players have created the rest. By using a clever voting system in the game the players constantly curate the top content.

To understand our Creators, we asked ourselves: Who are the people behind the Top Creators? What makes them tick? We set out on a journey to understand them and we discovered some interesting facts.

 

Which players enjoy creating content?

Almost 10 years ago, Minecraft’s sensation gave way for a new generation of players to create with a lot of freedom. It created a shift in paradigms where peer pressure to perform was lowered as everyone was creating, and not only a select few. The goal was not to create one single masterpiece, but to have fun in the process of creation. These players have grown to be known for their ability to dive into creation platforms with ease, and quickly adapt to different technologies and platforms.

While we understand the effects of the phenomenon and its impact in the UGC genre, we have observed that not only the younger generation of players are ruled by this increased creative participation, but it seems that they permeate the game and also facilitate other players into being able to create as freely as they do.

We have studied the BBR player participation and behavior since launch, and our data shows that players in all age groups participate and consider themselves creators. According to a survey we conducted in early 2017, the largest age segment that considers themselves as creators is between the ages of 11 and 15. However our Top most Liked creators, voted by the community through social validation, are between ages 15 and 48. The largest concentration in this age range is around mid twenties.

Big Bang Racing is targeted at a male audience with 70% of our player base being male. Yet, we’ve noticed that female players tend to participate more in creation. According to our poll, 71% of the females consider themselves creators, while males scored slightly lower at 65.5%. With these indications in mind, it’s only natural we consider tailoring UGC games for female audiences targeting their creative expressiveness.

BBR’s Top 30 players have made 1685 levels combined, which have amassed 31.4 Million Likes. This translates to roughly 470,000 play hours on these levels in total, with an average of one minute per game. Our studies also show, that these players are 15+-year-old males, with the median age range being between 25 and 30.

We interviewed some of these Top Creators, and they told us that they started creating just to see what happened, and to see if they could get some Likes. Others started to make simple levels for their children to play on. All in all, players create to express themselves in one form or another. And naturally, after getting used to the process of Creation, they grow to love it.

 

Below: Toy Factory was one of the themes in the Level Creation Competitions that we organised for the Big Bang Racing community.

 

Serving the creators drives the whole community

The Top Creators not only produce amazing quality content for all players to enjoy, but they also activate the community in ways that we as developers can’t. For example, by strengthening their relationships with other creators, they encourage each other to increase the quality of their creations.

We can see this very clearly in our Level Creation Competitions, which have been running bimonthly since October 2017. In these competitions players are challenged to create a level under certain restrictions and following a Theme. The first time we ran an event like this, we had a low 25.4% of the entries considered of high quality. We tested their fun-factor, play-ability, flow, visuals and design, and adherence to a theme. In the latest event, in comparison, the high quality content percentage rose to 42.3%. This number has been steadily increasing, even considering that some participants are new and had not participated before.

The Top Creators also change the Meta of the game. When a creator figures out a novel new way to use an Editor item, many newer creators begin copying this new method and create trends that change over time. This is because the Top Creators have a large audience following their every move.

The other creators start following the Top Creators and start looking up to them so they can learn how to become better creators themselves. We encourage our Top Creators to become Stars in the game by featuring them inside our games. We also do collaborative events where, for example, players are encouraged to follow our hand picked Creator in exchange for exclusive in-game content such as Hats, like we had in one of these events. Some of them, with their in-game popularity, even began their own Youtube channels and started their Youtubing careers.

With their success and encouragement from their followers, some of the Top Creators even approached us with much more ambitious plans. One of our most recognized and loved Creator is also an artist and wanted to create his own 3D hat to use in the game on a competition of his own. He created the assets and we revised and included them in the game, making our first asset collaboration: The Time Traveling Hat.

 

Top: Original concept created by one of our Top Creators, Bottom: The final 3D hat in game

 

Building a player community around mutual collaboration and friendship

These are some of the reasons why we believe that working together with our players creates the most satisfying relationship, and as a byproduct: a game that nurtures creation.

We at Traplight have created the tools to offer our players this creative freedom, and cultivated our community to be built around mutual collaboration and friendship. We strive to understand our players needs and build features for them.

We know first hand that our players can create amazing content beyond our wildest expectations. Hence it’s easy for us to trust our players with the enormous responsibility of developing quality content for the whole player community.

Players can be driven by many different motives, but ultimately, we at Traplight want to give them the means and opportunity to express themselves to their potential.

 

Traplight Games started creating User-Generated Content (UGC) games about five years ago somewhat by accident, and since then we’ve studied the genre and player behaviour quite a lot. Here are our key takeaways we wish to share with you, including some reasons why it may be worthwhile for you to consider adding UGC content to your mobile games, too.  

Our first UGC game Big Bang Racing, launched in July 2016, approaches UGC from a social media perspective: the levels are designed and created by the players for the players. Like in social media, the level creators receive social validation for their work in the form of likes and follows. Top Creators have amassed tens of thousands of followers and millions of likes inside the game.

Through our experiences with Big Bang Racing we have realised that some specific emergent features of UGC makes it extremely valuable for us. Here are our top five reasons to develop UGC-based games:

 

UGC means HIGH-QUALITY CONTENT

Our debut title Big Bang Racing has 8 million user-created levels, of which our team members have created less than 0.002%. Around 100,000 of all the levels are of extremely high quality. Soon after launching Big Bang Racing in 2016 we realised that neither the amount nor quality of levels created by the players were going to be an issue. To have even a fraction of players creating content results in tens of thousands of brilliant levels. The Top Creators create so much high-quality content that a game studio could never compete with their output.

 

UGC is ENGAGING

In Big Bang Racing players who create levels are twice as engaged and monetize better than non-creators. By creating you participate, and participating makes you more involved with whatever you are doing. You put a little of yourself into everything you create. There is something called IKEA effect in play; people who create or participate in creating something, value the end product higher than they would otherwise. Players who create also invest a lot of time and social energy into the game, which makes them even more engaged.

 

UGC is INHERENTLY SOCIAL

When players in Big Bang Racing create levels, they expect to get feedback on their levels from other players. Feedback happens in the form of social validation: likes and follows. Players are also interested in seeing what others have created and want to give out social validation about those creations. One of the most requested features by the creators was the possibility to edit already published levels based on feedback they received from their clan members. This tells us how inherent the expectations for social validation are for players of UGC games.

 

UGC keeps your game FRESH

Players get inspired by other players’ levels. They iterate and combine things found from the game, keeping it fresh. This behaviour also forms trends when something new and exciting is found: everyone wants to take part in that movement. In Big Bang Racing we had a few moments where players had exhausted the potential from the available tools. We decided to add creative tools that gave new functionality and repurposed some of the old. The result? The game was instantly fresh for non-creators and full of potential for creators to invent new trends.

In social media, where the creation tools (eg. cameras) are completely in the hands of the users, it’s much harder for developers to contribute to keeping the content of the platform fresh. In UGC games however, the creation tools are part of the game, and by releasing new updates the developers play an integral role of setting new trends and helping creators innovate.

 

UGC makes your game STAND OUT

A game that is based on UGC has a unique feel to it. It has a promise of something more than just playing. Highlighting these creative aspects of the game makes it easier to distinguish from the competition.

UGC has also given us synergy with social media influencers. YouTubers, like Nickatnyte, EthanGamer and Annoying Orange, have created videos about the Big Bang Racing, and many others have hosted tournaments with their custom-made levels.

We feel that UGC games have a huge, yet undiscovered market potential. Lately this has shown in successful storytelling, home decoration and fashion designer games targeted at a female audience. There are still many genres and markets to be discovered with UGC games, so it’s definitely worth considering adding UGC elements in your games as well.

 

This text was also published by PocketGamer.biz as a guest author article. Thank you PG!

 

Influencer Update’s Viral Visionaries Panel this week’s topic was the sudden popularity of Fortnite among influencers in both YouTube and Twitch. Influencer Update asked the expert panel, including Traplight’s Marketing Manager Veera Rouvinen, why is Fortnite so popular and how does this phenomenon affect YouTube Gaming in the future?

 

Veera Rouvinen:

“One reason, a very obvious one, is that Fortnite is free to play, unlike the biggest competitor PUBG. A colleague of mine pointed this out very well: “If I were 13 right now of course I would go nuts over a free-to-play battle royale game.” The graphics and play style also support a less serious, fun-filled gaming liked by younger audience in contrast to PUBG’s realistic graphics and guns etc.

The graphics style and easier mechanics also make Fortnite’s gameplay easier to follow on stream (eg. easier to see where the bullets fly, who is winning the gun fight etc.) The building aspects of Fortnite bare resemblance to Minecraft, which we know has already defined a whole generation of gamers.

And the pvp mods of Minecraft were already popular with kids before the launch of Fortnite, so moving on to Fortnite has been an easy choice for them.

It just seems that Fortnite is everything that the “Minecraft generation” has been waiting for. These players are also YouTube and Twitch native, and consume influencer content at much higher rate than older players.

The sheer amount of young, influencer-friendly players makes the game obviously interesting for both Twitch streamers and YouTubers, on top of the fact that battle royale is a very streamable/YouTubable genre in general.

It’s hard to say how the popularity of Fortnite will affect YouTube Gaming, but my guess is that we will see a lot more battle royale games, both mobile and PC/console, on the gaming channels of YouTube in the future.”

As a free-to-play game with clear visuals Fortnite is easier to pick up than eg. PUBG.

 

Read the rest of the article and other panelists’ comments on Influencer Update.

 

 

All games are born differently, and all game companies have different approaches to creating games. At Traplight the process of getting new, exciting games out there relies on the creativity of the whole Traplight community, constant evaluation of the current market trends and our key development guidelines.

 

Idea

At Traplight everyone designs games. This means that anyone can develop a game idea, present it to the Traplight team in our Friday Open Mic meeting and get feedback from their colleagues. We ask the presented idea several questions:

  • Does the idea innovate something? Does it innovate too many things?

  • Which aspects of the idea are already proven by current, successful F2P games?

  • How much time would it take to test the new, innovative part of the concept?

  • What is the size of the core and meta game at their simplest?

  • What kind of social validation, community, creation or enhanced player autonomy features does the game have?

Traplight people presenting their ideas at Friday Open Mic

 

Pre-production

If the idea feels coherent and tightly packed with both proven and innovative aspects, and it has a solid take on our product vision, it might be green-lit to the next step: pre-production. During the 1 or 2 week process the pre-production team turns the idea into a game concept. The team answers questions about the core game, player progression, fantasy, target audience and other things that will help them achieve coherent game design. The design document has to also provide a plan for first playable, Alpha and Soft Launch versions. After the preproduction process the newly born concept is presented again to everyone. There is another round of feedback and if the plan seems solid and there are resources to start production, the game concept has a chance to be green-lit into production.

 

Production

The production team, which has usually changed a bit from the original pre-production team, sets their own targets based on the amount of work ahead and the deliverables for each production checkpoint. The checkpoints are:

  • First Playable. This is the first version of the game that works and is meant for internal testing only. Big key features can still be missing, but the fun factor should already be there.

  • Alpha builds. The first Alpha version is the first time the game is tested with external people. First alpha tests D1 and interest, and the later alpha versions focus on D1-D7 retention.

  • Soft Launch. Where as Alpha versions focus on retention, the Soft Launch version already has monetisation in, and during Soft Launch the team focuses on optimising long-term retention and player LTV.

 

During production the project needs to meet certain goals and targets that we have set for our games. If it fails to do so, it might be killed at any point. We have noticed that killing projects as soon as warning signs arise is a much better option than keeping teams honing something that doesn’t meet our expectations.

During 2017 and the beginning of 2018 we’ve presented and evaluated 20-30 game ideas, and of those 7 moved to pre-production, and 3 have moved to production. The funnel is improving all the time as we learn more about what kind of ideas have a seed for greatness and how to make each step of the funnel more efficient.

We already have had a couple of first playables in internal testing, and one game currently in Alpha launch. As of now, Big Bang Racing is our only global live game, but we are looking forward to seeing our new projects reach Soft and Global Launch soon in the future.

 

Traplight Creative Director Sami Kalliokoski took part in an interesting panel in Casual Connect USA on 17th of January. The panel dived into how to make safe, easy and fun games that both kids and their parents can enjoy.

Check out below Sami and Traplight’s take on some of the topics discussed in the panel. You can also watch the full panel discussion in YouTube!

 

Monetisation:
It has become clear to us at Traplight through our own experiences and by looking at current industry trends that User-Generated Content games are super interesting for kids. Because of the high interest towards creating, monetising UGC games comes naturally through the creation elements. Big Bang Racing became popular with kids a bit by accident, but if we were to focus more on making games for kids, we would also put a lot of effort into creating interesting and fun collection mechanics that have been proven to work great in games targeted towards younger audience.

 

Safety:
The nature of User-Generated Content games means that players are able to basically create whatever they like. This makes it a challenge to control the content players create and to keep underage players safe. In Big Bang Racing players can give thumbs up or thumbs down on the created content, much like in social media, and the community is able to quickly hide offensive or not-kid-friendly content. There are also basic bad word filters in place to make sure that the names of levels, players or teams are not offensive. We would also like to highlight the importance of parents playing with their kids: a UGC game can be a kid’s first touch to social media like social interaction, and having a parent there will help them learn how to behave when interacting with other players and the content created by them.

 

Virality:
When it comes to virality, our games rely heavily on the inherent social aspects of User-Generated Content: When you create something you also want to share it with others. In addition Traplight focuses on influencers to make our games visible in social media and YouTube. We put effort into making streaming and video creation easy inside our games. This will help influencers to create content for their fans, and also the players who just want to share their experiences with friends. We also add features that will help influencers create fun and engaging content utilising the User-Generated Content in our games.

 


User-generated content in games gives a lot of value to developers and players alike: virtually endless content created by the community keeps the game ever changing and interesting.

However, user-generated content also benefits gaming YouTubers in many ways. User-generated content games work in a very similar way as social media platforms: all content is created by the users, and all social interaction revolves around the content.

People like, share, comment on and create content inside the game, as well as set trends and try out new things. YouTubers can use these inherently social aspects of UGC to create engaging content that helps them stand out. Below are some of the things that UGC games offer influencers.

 

Social and engaged fans

Influencers aren’t just looking for a steadily growing number on their subscriber counter. To make their channels feel alive influencers prefer fans that are active to comment, like and share, and are eager to engage in activities set up by the influencer. Without sociality, the channel can soon feel dead, and not tempting for new fans to join in.

Through UGC the YouTuber can engage their fans on a different level than with traditional games. The YouTuber becomes part of the UGC social network and gets access to fans that are eager to share their creations and participate.

Incorporating player-created things intotheir videos, playing with their fans in content that they have created, or merely creating something for their fans are great ways to increase engagement.

YouTubers visiting Traplight office.

 

New content

One of the significant problems for any influencer is to find new, exciting things to do and talk about on their channel. For gaming YouTubers it takes a lot of time and effort to scout for new games, or discover new, compelling angles to the game that their channel revolves around.

With UGC there is no problem with new content. The player community is routinely producing new things in the game. Trends and fads are forming at a fast pace. The YouTuber just needs to dig in and pick the cherries for their channel.

A UGC game doesn’t necessarily need any updates from the developer, but the game is organically transforming through players’ actions and preferences.

 

A way to stand out

With 300 hours of video content uploaded to YouTube every single minute, it is sometimes tricky for YouTubers to stand out from the competition – especially when over 30 per cent of the content is gaming-related.

Gaming YouTubers have many solutions to get ahead – personality, different game genres, humour, skills – but it’s still a constant fight to find something that not every other channel is showing as well.

UGC can offer solutions to this problem. In a UGC game each gaming session for each player is unique for two reasons. Thanks to the sheer amount of content and the ever-changing nature of the game, you will always experience the game differently from others.

It is also easier to distinguish from the competition when highlighting these creative aspects of the game, and involving fan-created things in the videos. While many channels are showing exactly the same gaming experience with small variances in tactics and compositions, a channel with UGC games can either create entirely new content or show unique things made by others.

We give value to YouTubers with our UGC games.

 

Conclusion

Influencers and UGC just work together. This is why we are focusing most of our marketing efforts on influencers. We are excited to dig deeper into this relationship and offer influencers better ways to utilise UGC for creating great content for their fans.

These things include building special features for them inside our games, giving them unique content that no one else has, or bringing them in on the game’s development process early on to provide feedback. Our goal is to not only make our products highly ‘YouTubable’, but also give value to influencers, their channels, and their fans through our games.

 

This blog post was published in Influencer Update as a guest author article. Check it out here!

We asked our staff what makes Traplight a great place to work. The answers varied from breakfast perks to having great people around, but one thing stood out very clearly: We love working at Traplight because of our strong user-generated content vision.

According to the poll, it gives us ‘an exciting design challenge with extra difficulty’. We really enjoy creating games with the players, taking gaming to another level and seeing the things our players create.

A clear, unifying vision is essential for a great work environment. However, a clear vision on its own won’t make a company appealing, if all basic stuff is not in order. Based on our experience we’ve gathered a list of things we feel a game company should have to be a truly great workplace for all it’s employees.

 

Environment

Great office

This has already become sort of an inside joke: games companies need to have a great office, and there’s almost a competition on who has the coolest and most unique space.

It’s no wonder though: we spend at least a third of our day in the workplace so we should feel comfortable there. We have invested in a central location and a creative, cozy and spacious office that fills all our daily needs from teamwork, design and big meetings to napping, gaming and relaxing.

Home-like atmosphere

One of the things we gathered from our poll was that Traplight’s people love our office because ‘it feels like being at home’. In the morning we leave home, only to enter another. How cool is that! We included the whole company in the design process of our office and talked about what kind of an atmosphere we want to set. The end result is a place that everyone feels connected with and want to hang out in even after hours.

Perks

On top of having a great physical space it’s also important to invest in perks. We have masseuse and other fun benefits, but according to the poll, our most liked perks are actually our Monday breakfast and our parties.

Why? Because in these occasions we hang with each other and have great discussions. We start our week with a breakfast delivery every Monday, get everyone around the same table and have a relaxed meeting where we share our week’s goals.

 

People

The perfect fit

When asked what makes Traplight a great place to work, one of the most common answers relates to us as a group: ‘people’, ‘great colleagues’, ‘my co-workers’, ‘friendships’, ‘passionate peeps’ etcetera.

Hiring the right people is really important, as we all know. Being a perfect fit for our culture and having social skills and the right personality are the most important things we look for in a candidate. You can always learn new skills needed for a specific position, but learning an open mind, communication and trust in yourself and your team are way harder.

Growth and learning

In a workplace where trust is at the centre of all interaction, people can be themselves and they trust others to accept each other as they are. Being yourself takes a load off your back and releases resources for more important things, like making awesome games!

In a workplace like this you can also make mistakes. Through mistakes you learn, and learning makes you better at, guess what, making awesome games! We think that growing and learning are a part of work life as well, and they make coming to work every day more meaningful.

Friendships

People hanging out after work is not necessary, but it is a great sign. It means that the work community is knit together and it’s not just a group of people who work together.

Based on the poll, we here at Traplight put high value in having real friends and friendships at the workplace. We have lots of hobbies and free time activities we enjoy with each other: doing sports, hanging out at the office after hours, having parties and get-togethers as well as playing online or tabletop games.

 

Working habits

Independent and autonomous teams

Having the right environment and people are the basis of a good workplace, but the working habits are the thing that separate a well functioning company from a ragtag group of friends.

At Traplight the cornerstone of our work are our small and autonomous teams that design their own schedules and roadmaps. Having a lot of freedom doesn’t mean no responsibility; the teams answer to the whole company and show their progress every week in our Friday Open Mic meetings.

Through feedback, questions and help from others they make sure the project stays on target.

Mutual respect and trust

Trust and respect were things that came up as one of the key factors why people like working at Traplight. We trust everyone to be an expert at what they do, and that they are always doing their best.

In practice this means that ‘no one is watching over your shoulder as you deliver’. It also means ‘freedom’, ‘flexible rules’ and ‘mutual respect and appreciation of each others’ effort’. People taking leadership over their own and their team’s work is a result of building the company culture around trust.

Common vision and challenge

Out of all things that you need to build a great workplace, this is the hardest. It’s also the most important: A unifying vision that each and every person in the company can stand behind.

The vision of a company should excite, give promise of an amazing future, and most importantly give a challenge. If there is no challenge, it means whatever the company is aiming to do has been done a million times before.

At Traplight our goal is to crack the secret code of user-generated content gaming on mobile. It’s a great challenge that makes us all raise the bar for our effort. It is what gives Traplight it’s flavour, and what keeps us with the company through thick and thin.

The intrinsic motivations that a unifying vision bring are the final touch needed to get from a ‘good working place’ to an amazing one.

 

Our Creative Director Sami Kalliokoski featured in PocketGamer.biz as a guest author, sharing some insight on the two different approaches to User-Generated Content that we have discovered. Read the article below:

 

User-Generated Content is often associated with social media, where all posts, shares, and comments are user created. However, UGC is no stranger to games either – level editors and modding has been a common occurrence in games for decades.

At Traplight, we see UGC as enhanced player autonomy – an increased pool of choices and possibilities the players have in the game. That autonomy starts with how you control the game and create your unique playing style. The playing style as such is rarely cited as UGC. But when you look at, for example, placing points on talent trees to twist game mechanics, customizing characters and all that express our identities as players, it is not so clear where the player choices are UGC.

This is especially true in social F2P games. The same goes for user-created characters, storylines, and tactics that become popular. In Clash Royale, Supercell has named decks after players who started using a particular unit combination in a successful way.

 

“Jason’s Deck” became popular after his win at Helsinki Tournament in 2016.

 

While UGC has been a big part of games for a long time (in the form of autonomy), there is one question that divides UGC games into two main categories. This question is about how UGC is used in a game: how does the created content help the content creator achieving their goals in the game? We have identified two-high level approaches to UGC games: Player Centric UGC and Creator Centric UGC.

 

The first approach – which we call Player Centric UGC – is the more popular one of the two. It is used through enhanced player autonomy to give the players an edge over another, via strategic city layouts, counter-decks, and tactical character synergies. The signature of this approach is direct competition between the players. In other words, players customize their gameplay to win. Thanks to the success of this approach, there is a high population of city builders, RPGs, and MOBAs in the mobile F2P market.

The second approach – which we call Creator Centric UGC – is used to gain social validation. Instead of optimizing player power to win, the creators use their enhanced autonomy to craft enjoyable gameplay experiences by setting flow, pacing, elements of surprise, and unique visuals of their creations. If they succeed in entertaining other players, they receive likes that convert into other rewards. In this approach, players create content for other players’ enjoyment – much as game developers do. Big Bang Racing – with it’s 8 million player-created tracks – was born from this approach.

 

These two high-level approaches have different end goals. The player-centric is aiming for power through winning and is rewarded by more power and higher social standing (leaderboard, rank) based on your success. The latter aims for social validation and is rewarded by increased social influence and size of an audience. Large audience grants players a possibility to start their own trend in the game – an achievement that is comparable to having a deck named after you in Player Centric UGC.

 

In Big Bang Racing, the level creators receive likes from other players. Top creators have tens of thousands of in-game followers.

 

The Creator Centric UGC has lots of similarities with UGC in current social media. They both rely on people delivering interesting content, giving and receiving social validation, and growing a following. They both also allow opportunity for becoming an influencer, much like streamers in YouTube and Twitch, but inside a game, by providing your unique content to your audience of other players. In Big Bang Racing, the highest rated creators have tens of thousands of followers.

 

But in social media, there is no direct way to monetize you UGC content creation process. This is because the content creation tools – cameras, cell phones or animated gif makers – are external to social media platforms. The camera and the skills used to take great pictures for Instagram or Facebook, attracting thousands of likes, are external to the publishing platform.

In UGC games, the content creation tools are internal to the game, creating a new kind of potential for monetization. Here lies the unique puzzle in UGC gaming – how to monetize player creation process and longing for social acceptance.

 

Our Community and Marketing Manager Veera Rouvinen was recently interviewed for the influencer marketing focused website InfluencerUpdate.biz about the interesting and successful YouTuber campaign we built for the launch of Big Bang Racing.

 

In short, we organised a pre-launch party for our game Big Bang Racing on June 27th 2016, and invited a group of YouTubers from USA, Spain, Netherlands, Norway and Croatia over to test the game. We asked them to give us feedback on how to improve the game, and to make it more ‘YouTubable’. We got great results: amazing feedback and valuable info that we wouldn’t have gotten without hanging out with these people face-to-face.

The relationships we built with the influencers and the learnings we got about how they work are super valuable to us. In addition we were able to find new ways to work with the influencers, and to provide them and their channels value for example with custom in-game items.

 

Check out the full article in the link below for details about the campaign and how it went down:

http://www.influencerupdate.biz/feature/66721/how-traplight-used-influencers-to-build-big-bang-racing-awareness/


YouTubers focused on testing Big Bang Racing at Traplight office in June 2016.