How to survive your first flop
After his years as an active eSport player (German Counter-Strike Championship 1999), Head of Games for a second gen mobile game studio and Editor in Chief for Eurogamer, Kristian Metzger joined 2011 AAA developer Splash Damage to establish the publishing label Warchest and help transition to F2P. As a Business Developer he sold the F2P shooter Dirty Bomb to Nexon and released as product manager the iOS hit RAD Soldiers. After this he was hired by Infernum Productions as Director Product Management where he successfully managed and released three AAA F2P online games before founding Stratosphere Games.
The start and growth of Stratosphere Games wasn’t the meteoric rise the company name suggested. It was a constant struggle that included 3 publisher changes, a backend company closing while the game being live and several complete overhauls of UI and gameplay. The result: In my 4 years at the helm of the company I’ve not just failed with my first product, lost my co-founder and my first core team, but also nearly the whole company, before slowly restructuring the team, finding new revenue resources, constantly increasing the quality of the products and finally landing my first big deal with a world-renown IP and partner. This talk takes you on my journey where I discuss pitfalls and mistakes, solutions and answers.