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brandan chen
Associate Product Manager
**ALL CONTENT SHARED HERE HAS BEEN APPROVED BY ROBOTO GAMES
Production
Product & Growth
Calculating Cost per Steam Wishlist
A/B Testing Ads
Writing Product Specifications
Stormforge Press Kit
Steam Page GIFs
Social Media and Email Marketing
Community Management
Content Integration Pipelines
Goals:
Outline how different content is implemented and integrated into Stormforge
Define what an Artist’s definition of done is depending on the asset
Define clear handoffs between Art, Engineering, and Design
Find areas where Art or others can take on more steps in the content integration process
Improve iteration time and quality by allowing Art to iterate on assets in engine themselves
As we were moving from Pre-Production into Production, I noticed a bunch of art assets were being completed but not actually being tested in-game. I took on the challenge to define how all types of content were actually integrated into the game. After interviewing my artists, designers, and engineers, I was able to come up with a document that outlined all content integration pipelines, as well as establish clearer definitions of done for Art assets.
I'll walk through a couple of examples:
Legend
Enemies
[ART] 3D Model
Artist creates the 3D Model for the Enemy
[ANIM] Animation Block-In
Animator rigs and weights the model, he creates the Animation Controller and Animation Blend Tree for the Enemy in Unity
[ENG] Integration
Engineer sets up the Behavior Tree for the Enemy and creates the Prefab
Engineer implements or adds placeholders for all requested:
Animations
SFX
VFX
[DES] Spreadsheet
Designer adds the Enemy to the respective Creatures balancing spreadsheet, including information for the following:
Creature HP
Attack Damage
Lootsets
This spreadsheet is to have all Creature data in one place for overall balancing
[DES] Tuning
Designer tunes following Enemy stats
Creature HP
Damage
Lootsets
Designer provides feedback on any animation and behavior fixes needed
Craftable Items
[ART] 3D Model
Artist creates the 3D Model for the Craftable
[ART] Internal Prefab
Artist turns the 3D Model into an Internal Prefab
[UI] Icon
UI/UX Designer creates an Icon for the Crafted Item and connects it
[UI] Localization
This step ensures that item names and descriptions are localized to other languages
UI/UX Designer adds the Name Loc ID and Description Loc ID
[DES] Recipe
Creating a recipe makes it so that the Craftable can be crafted in-game
Designer creates a Recipe, outlining the Resources Required to craft the item
Each Recipe also needs an additional component to specify:
Crafting - Crafting Recipe Data
What type of Crafting Station it can be crafted at
Refining - Refining Recipe Data
If crafted at a Refinery, need to specify crafting duration (e.g. the amount of time to smelt ore into an ingot)
Furniture - Furniture Building Component
If it is a Furniture piece, it will be added to our Build Mode menu
**But some Craftables are a little more complicated...
Weapons/Tools
[ART] 3D Model
Artist creates the 3D Model for the Weapon/Tool
[ART] Internal Prefab
Artist turns the 3D Model into an Internal Prefab
[ANIM] Animation Block-In
Animator creates new animations for the Weapon/Tool (e.g. swinging a sword, charging up a bow)
Animator creates the Animation Controller and Animation Blend Tree
[ENG] Integration
Engineer implements all of the following for the respective Weapon/Tool:
Animations
SFX
VFX
[UI] Icon
UI/UX Designer creates an Icon for the Weapon/Tool and connects it
[UI] Localization
This step ensures that item names and descriptions are localized to other languages
UI/UX Designer adds the Name Loc ID and Description Loc ID
[DES] Recipe
Creating a recipe makes it so that the Craftable can be crafted in-game
Designer creates a Recipe, outlining the Resources Required to craft the item
[DES] Spreadsheet
Designer adds the Weapon/Tool to the respective balancing spreadsheet, including information for the following:
Attack Damage
Harvesting Damage (if it's a Tool)
This spreadsheet is to have all Weapon/Tool data in one place for overall balancing
[DES] Tuning
Designer tunes damage and animation timing for the Weapon/Tool
Designer provides feedback on any animation and behavior fixes needed
Defining these pipelines was crucial in understanding all of our hand-offs and how the different disciplines should be collaborating. It also helped to ensure content was actually being added with all its respective requirements and tested in-game.
Project Roadmap
I was given the opportunity to take on ownership of the Engineering roadmap and expand said roadmap to include Art and Design teams.
Gantt Chart for each member across Engineering, Art, and Design teams
I collaborated with art and design directors to help define the features and assets we needed for upcoming milestones and made sure all of our tasks met these requirements. Then, I had Production Syncs with engineers, artists, and designers to verify their priorities with director feedback. Finally, I translated these tasks into higher-level "Epics" and scheduled the Gantt for each member all the way out to the end of the project. This provided greater transparency and visibility into the entire project, allowing us to define clear goals for upcoming milestones and stay ahead of potential blockers.
I maintained the sheet, updating it weekly based on each team member's progress, and had many opportunities to drive consensus on feature prioritization. I also checked in with each member periodically to make sure they were on track according to their Gantt.
Furthermore, I identified blockers and dependencies between the different teams, ensuring that Design stayed ahead in defining specific asset requests and feature specifications and that each artist and engineer had the right information and assets to work with. Moreover, I would call out where features were potentially slipping, and then propose solutions to founders and discipline directors.
Cross-Discipline Production
I ran day-to-day production for a team of 24 across Engineering, Art, and Design, as well as our outsourced Audio team.
When I initially started at Roboto, my production efforts were mainly focused on tasking out our design specs. I created clear and detailed tasks that could be efficiently executed across the disciplines, adding priority, categories, dependencies, and more. As time went on, I was trusted to keep each of our boards organized and ensure smooth hand-offs between Art, UI/UX, and Engineering.
After further researching the Survival Crafting genre and our competitors in the genre, I was eventually able to prioritize tasks on my own. I also learned how to drive consensus on these priorities without authority, using user research data on player values and our defined feature sets for upcoming milestones.
Once I gained more experience, I was pulled into higher-level production work, such as developing pipelines for how different assets were integrated into the game, as well as developing and maintaining our project roadmap.
Calculating Cost per Steam Wishlist
I compiled data from our Meta Ad campaigns and Steamworks Wishlist Reporting to track the impact of our ad spending on Steam wishlists.
To read the sheet, look at the Aggregates rows. Each row shows the total money spent, total number of results, and average cost per result across all campaigns for that respective day. On the right of Column F is where Steam data is incorporated. After subtracting baseline wishlists from the day's wishlist balance increase, I was then able to calculate the estimated cost per Steam Wishlist (in the final column) per day.
True cost values are hidden for privacy reasons
Campaign
Name of the Ad Campaign that was running
Date
The date
Amount ($) Spent on Campaign
Total amount of money in $ spent on the Campaign
# of Results
The number of users that clicked the ad and then clicked the "Add to Wishlist" button on our website
Note that clicking the ad redirects to our website, and not directly to the actual Steam page
This is because if we redirected to the actual Steam page, we would not be able to implement pixel tracking to send data back to the Meta Ads Manager for it to optimize
Cost ($) per Result
Amount ($) Spent on Campaign / # of Results
Aggregates
Totals and averages for respective columns
Steam Wishlist Balance Increase
Increase in Steam Wishlists on that day
Baseline Wishlists
Number of wishlists we get daily when running no ads
Estimated Wishlist Increase from Campaign
= Steam Wishlist Balance Increase - Baseline Wishlists
Estimated Cost ($) per Steam Wishlists
= Amount ($) Spent on Campaign / Estimated Wishlist Increase from Campaign
A/B Testing Ads
Using user research, I designed an ad thumbnail highlighting Stormforge's Co-Op capabilities, achieving a 32.15% lower cost per result compared to other ads in the campaign.
Challenge:
User research revealed that our target audience of survival crafting players highly valued Co-Op capabilities when deciding to explore a game on Steam. We needed to create an ad thumbnail that would resonate with this audience, highlighting Stormforge's Co-Op feature to drive engagement and conversions.
Solution:
Working alongside our Senior UI/UX Designer, I proposed a thumbnail design that highlighted the Co-Op element of Stormforge.
Co-Op Thumbnail
We selected a campfire scene to evoke a sense of community and adventure. The characters in the image were designed to look like they could be real players, helping viewers imagine themselves in the game. This simple yet powerful image aligned with what our audience valued most: having fun with friends!
And this was the Original thumbnail that we were testing against:
Original Thumbnail
Results (First 5 days of A/B Testing):
The Co-Op thumbnail significantly outperformed the Original thumbnail during the A/B testing phase:
32.15% lower cost per result
35.09% higher result rate
Generated 79.59% more results
After the inital 5 day A/B testing phase, Meta Ads Manager funneled a majority of the campaign budget into the top-performing ad, which in this case was the Co-Op ad.
Across the entire campaign:
63.77% of the total campaign budget was allocated to the Co-Op ad
The Co-Op ad consistently ranked Above Average in Quality Ranking, Engagement Rate Ranking, and Conversion Rate Ranking compared to 8 other ads in the campaign (rated by Meta Ads Manager)
As the campaign scaled in spending, the cost per result dropped by another 37.68%, further enhancing its cost efficiency at scale
By leveraging user research and focusing on key gameplay features that mattered most to our audience, we created an ad that not only outperformed others but became the centerpiece of our entire campaign.
Writing Product Specifications
I also got to write up a couple product/design specs for Stormforge. Super fun opportunity!
In-Game Feedback System (PW: haikyuu)
Stamina Update (Food Items) (PW: haikyuu)
Stormforge Press Kit
I helped develop the Stormforge Press Kit, based on research into other games' Press Kits, compiling game content and information into a Google Drive to be shared with the public (journalists, content creators, influencers, etc.).
Steam Page GIFs
I created GIFs for the Stormforge Steam page based on user research on what Survival Crafting players valued most in their games.
SURVIVE THE STORMS
STORMS!
Highlight our main differentiator first and foremost
FIGHT DARK FORCES
Combat focus
Combat gameplay
Enemy variety
EXPLORE SORANA
Exploration focus
Multiple biomes
GATHER, CRAFT, BUILD
Core Survival Crafting gameplay loop
Gather
Craft
Build
Complex builds that can be made in-game
GREAT TOGETHER
Co-Op/Multiplayer focus
Show that the game can be played with multiple people
ENDLESS VARIETY OF MODS
Modding focus
Show a sneak peek into our Modding capabilities
Social Media and Email Marketing
I helped create Social Media and Email Marketing content for Stormforge. Also learned how to use Mailchimp and create email campaigns!
SkillUp shouts out Stormforge at Gamescom (YouTube Shorts)
Mailchimp Email Marketing
Community Management
I was the Community Manager for the Stormforge Discord and took ownership over replying to all comments across all social media platforms. I set up various roles and channels using Discord's Community Onboarding tool, providing game updates regularly to increase community engagement and online presence.
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