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Jan-Peter Ewert, Valve GmbH

wnconf
July 09, 2018
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Jan-Peter Ewert, Valve GmbH

wnconf

July 09, 2018
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  1. A BIT ABOUT US  ~350 employees  Located in

    Bellevue, Washington, USA  No management layer  Most of the company works on product development  No external investors, so no short term revenue goals
  2. THE ELEPHANT IN THE ROOM Pre-Greenlight Greenlight Direct Getting your

    game on Steam Months of uncertainty waiting for Valve review Weeks or months of uncertainty in Greenlight Just ship it when you’re ready via Steam Direct. Game releases per week 5 70 180
  3. STEAM IS WORLDWIDE April 2014 April 2016 April 2018 Currencies

    Supported 5 29 38 Payment Methods Supported 40 50 80+
  4. STEAM SALES BY REGION, 2017 (REV) North America 33% Western

    Europe 29% Russia-CIS 5% Oceania 4% Asia 19% Eastern Europe 3% South East Asia 2% Latin America 3%
  5. STEAM IS BIG AND GROWING 0 5 10 15 20

    April 2014 April 2016 April 2018 Миллионы Peak Concurrent Users
  6. STEAM IS BIG AND GROWING 0 10 20 30 40

    50 April 2014 April 2016 April 2018 Миллионы Daily Active Users
  7. WHY DO NEW CURRENCIES MATTER?  13.5 million new first-time

    Steam purchasers from January 1st 2018 to April 30 2018.  That’s 3,750,000 people each month, or roughly the population of Uruguay.  Solves concrete problems for our game developer partners!
  8. MORE SUCCESSFUL RELEASES 2010 2011 2012 2013 2014 2015 2016

    2017 Games earning over $100,000 in first 30 days
  9. STEAM IS A BIG OPPORTUNITY  Yes, there are a

    lot of new releases on Steam  There are more games being made  And there are a lot of new players
  10. STEAM IS A DIFFERENT KIND OF OPPORTUNITY  We don’t

    sell ad space or pick winners & losers  We are not the taste police  Great games find their audience  Huge variety of business models  Huge variety in scope, style, mechanics
  11. GENERAL TIPS  Make a plan  Sign up and

    put up your “Coming Soon”  Find and talk with communities of fans  Make a good trailer and get to the point  Get your game in front of people who aren’t afraid to hurt your feelings
  12. LANGUAGE USE OF STEAM PLAYERS Simplified Chinese English Russian Spanish

    German Brazilian Korean French Traditional Chinese Japanese Thai Italian Other
  13. BRINGING MOBILE GAMES TO PC Important things to consider: 

    Resolution  Input  Business Model  User Generated Content
  14. IT’S EASY TO SIGN UP  Digital paperwork  $100

    Per app recoupable fee  Brief app review  Release when you’re ready!
  15. WHAT YOU GET An open platform with tons of freedom

     Free keys to use for testing or selling  Update whenever you need to  Connect with your customers  Involve players in creation
  16. FREE, OPTIONAL APIS AND FEATURES  Matchmaking  Achievements 

    Cloud Storage  Workshop for Mods  Inventory Service  Microtransactions  Leaderboards  Early Access  Controller Support  VR Audio  Etc.
  17. EARLY ACCESS  Helps set customers expectations  Gives you

    space to iterate and test  Same features are available as normal  Transition when ready
  18. INVENTORY SERVICE  For games with persistent user items 

    Steam’s servers manage player inventory  Integrated with Wallet, Trading & Marketplace  Items can be purchased or dropped
  19. ONGOING VR INVESTMENT  Support for VIVE / Rift /

    WindowsMR and all future SteamVR headsets  Thriving marketplace  160% Year-over-year increase in Monthly active VR users on Steam  Valve is working on new Base Stations and Controllers
  20. STEAM DEV PAGES  A customizable home page for devs

     Followers notified when you release your next game  Now in beta
  21. What else should we be working on? What else do

    you want to know about Steam? Let’s chat. AND MORE…