Legendary: Game Of Heroes` Designing For Live

By Ethan Levy

Launch is just the beginning when running the marathon of games-as-a-service. Everything about working on a GaaS changes as you make the transition from development to soft-launch to live. This talk focuses on the specific needs of designing features in the high pressure, metric driven environment of a successful live game. Drawing on lessons learned scaling the hit game ‘Legendary: Game of Heroes’ over 18 months as a worldwide, live service, this talk teaches concrete lessons your design team can apply to building streamlined, stable features that delight your players and product managers in equal measure.