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TECHNICAL TEST

RAHMAN IMAM PRATMA


Segment A
MATHEMATIC TEST
1.

TITLE GOES HERE

Sum of production of game in 5 country in 2002 is 91 games and 25% of it is


approximately 22 games so Indonesia is the producer of 25% of all games
production of 5 country in 2002.
2.

The difference of export in 1997-


1998 is 10.000.000 kg.
3.

The least Value per kg is by seeing


the gap between 2 chart or using
excel by divide value per quantity
so the least of it is year 1995.
4.

The steepest fall in the


consumption of chocobar follows
the steepest increase in
consumption.
5.

Over the period 1993-94 to 1997-


98, there has been an Increase in
fertiliser subsidy. But in 94-95 to
95-96 there is slight decrease by
153 point so the answer is there is
Inconsistency.
6.

The Maximum Value of Bank Credit


per Sick Unit is 0.75 in year
1996.
7.

WE CAN SEE THE RATIO REJECTED STRATEGY GAME BY DIVIDE REJECTED AND
PRODUCED VALUE. SO THE HIGHEST REJECTED RATIO IS IN YEAR 1997 BY
0,0625 OR 6.25%
8.

By seeing distribution of protein


chart we can see distribution of
proteins in muscle is 1/3 and
bones is 1/6 so the ratio protein in
muscle and bones is 2:1
Segment B
SQL QUERY TEST
1.
select Authors.author_name, sum(Books.Sold_Copies)
from Books
inner join books on Authors.book_name = books.book_name
group by authors.author_name
order by sum(Books.Sold_Copies) asc
limit 3;
2.
select count(total)
from (SELECT event_log.user_id, count(event_log.user_id) as total
from user_id
group by event_log.user_id
HAVING COUNT(event_log.user_id) between 2 and 4);
3.

select department_name, average_Salary


from
(select employees.department_name , avg(salaries.salary) as Average_salary
from Salaries
inner join employees on employees.employee_id = salaries.employee_id
group by employees.department_name
order by avg(salaries.salary) desc)
where average >500
4.

SELECT
deposito.Deposito_id, deposito.Amount, deposito.Person_id,
person.Person_name
from deposito
inner join deposito on person.Person_id = deposito.Person_id
order by deposito.Person_id asc;
Segment C
STUDY CASE
CASE STUDY

Tim is new in Game Industry, He start


new Job as Product Manager at First of
2019 in Agate and handle Game X by
VP Dave. Game X already running for 2
years and decreasing either in
performance or revenue. Game X is
game of Dungeon Crawling using gacha
to get more good character. Normally
this type of game using Daily Login,
Theme Based Event, Special Promo IAP
Event such as Limited Item to get
revenue and increase performance /
make user came back to the game.
TWO MOST IMPORTANT KPI

To increase revenue Tim need to increase New User.


Because some New user will increase revenue in
ARPDAU. and if New user is increase then the most
important KPI is Conversion rate because by average
ARPPU can make up to 100 times more revenue than
average ARPDAU.

ARPPU per ARPDAU Value


120
ARPPU per ARPDAU Value

100
80
60
40
20
0
7 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 9
n -1 b-1 r-1 r-1 y-1 n-1 l-1 g-1 p-1 t-1 v-1 c-1 n-1 b-1 r-1 r-1 y-1 n-1 l-1 g-1 p-1 t-1 v-1 c-1 n-1
a p a Ju u e O c o D e a p a Ju u e O c o D e
Ja Fe M A M J Au S N Ja Fe M A M J Au S N Ja

Months
WHAT IS THE ROOT CAUSE
OF GAME X PROBLEM?

As we see in case study Game X has Decrease in


performance and revenue in 2 years. In 2 years Game
X gross revenue decrease by nearly 90%. From my
analysis there is 3 cause of Game X poor performance:

1. Poor decision by increase in app purchase lead to


significantly decreasing revenue and user in most
sector.

2. Lack Financial Support for User Acquisition Program

3. Decision to Increase Game size , Hardening Tutorial


2 and increase data input in registration lead to
decrease funnel in Download data , Registration and
Tutorial 2 phase.
WHY INCREASE IN APP PURCHASE
DECISION LEAD TO DECREASE REVENUE
AND USER?
Increase in app purchase can lead increase revenue if
customer has demand and buying power. I assume that when
developer make decision to increase in game purchase they
not consider the buying power of their customer. eventually
Game X allow everyone who’s pay can get good characters or
item. so if In App Purchase increase the performance
gap between paying user and organic user increase too.
That lead game X almost unwinnable for organic user. And this
affect to paying user who’s unable to keep up with increase of
in app purchase to win because their buying power stay still.

Besides that, lack of event* lead to decrease new user


and DAU.

*assuming that event motivate organic user to play this game


CHART OF DECREASING REVENUE, DAILY USER AND NEW USER AFTER INCREASING IAP
(IN APP PURCHASE)

New User DAU Gross Revenue


140000 18000 $1,400.00

120000 16000
$1,200.00
14000
100000
12000 $1,000.00
80000 10000
$800.00
60000 8000
6000 $600.00
40000
4000
$400.00
20000 2000
0 0 $200.00
Increase IAP Jun-17 Jul-17 Aug-17 Increase IAP Jun-17 Jul-17 Aug-17
Implemen- Implemen- $-
tation tation Increase Jun-17 Jul-17 Aug-17
IAP Im-
plementa-
New User DAU
tion

61% Decrease of New User 48% Decrease of Daily Active User 63% Decrease of Gross revenue
HOW MEDIA IMPORTANT TO USER ACQUISITION PROGRAM?

Result per New User Ratio in Same Month


0.9
0.8 Banner Only
0.7 Video-Banner
0.6
Result Ratio

Video Only
0.5
0.4 Carrousel-Banner

0.3
0.2
0.1
0
Jan-17 Feb-17 Mar-17 Apr-17 May-17 Jun-17 Jul-17 Aug-17 Sep-17 Oct-17 Nov-17 Dec-17 Jan-18 Feb-18 Mar-18 Apr-18 May-18 Jun-18 Jul-18 Aug-18 Sep-18

Month

Carrousel-Banner Implemented Sandar as PM Resign and Banner is Implementing Video again as Marketing
only media for User Acquisition media after 1 year
Program

In October 2017 video no longer media of After Sandar as PM resign from Agate. Ratio of user acquisition has slight increase
user Acquisition program. Carrousel-Banner There is lack financial support for in august 2018 because marketing division
Implemented by Marketing division to Game X’s User Acquisition program. decide to use video again after 1 year.
replace video. There is steep decrease in
carrousel first month but gain back in
following months.
HOW USER REACT OF INCREASE GAME SIZE, HARDENING TUTORIAL
2 AND INCREASE DATA INPUT IN REGISTRATION.

In 2017 86% of user get through Download Assumption of How User React in this 3
Data, 98% in tutorial 2 and 89% user who’s do problematic phase:
download get through registration phase but in
2018 theres changes in Game Size Registation Increase game data for no reason make user
Policy, and Tutorial 2 Complexity. Game size need to spend more Mobile data to play,
increase by 5x times, detailed registration, and customer with low buying power of mobile data
hardening Tutorial 2. will refuse to play Game X because High
Mobile Data Constumption.
This changes lead to decrease of funnel in
Download (66%), registration (80%) and Detailed registration need more time to fill
tutorial 2 phase (83%). this lead user who not agreeable to take more
time will refuse to do it.

Hardening Tutorial 2 lead User who’s preferable


play lower complexity game refuse to play,
some user will see Game X Newbie
Unfriendly.
3. SUGGESTION

1 2 3 4
Optimize Gap Between
Increase Media Financial Optimize Tutorial Encouraging all Division to
Paying User and Organic
Support Complexity, Download Size take Decision Based on
User
and Registration Detail. Data and Simulation
1. INCREASE MEDIA
FINANCIAL SUPPORT

User Acquisition Program poor performance after Vice


PM decided to use banner only because lack of budget.
So media did not use High Gaining media such as
Video and Carrousel.
2. OPTIMIZE GAP BETWEEN
PAYING USER AND ORGANIC
USER

In App Purchase makes Paying user had advantages


than organic user by buying gacha characters and
other stuff. If user need to spend too much money to
win, user with low buying power will not play Game X.
so we need to optimize Paying user advantage but still
can make revenue in optimal point without losing too
much new organic user.
3. OPTIMIZE TUTORIAL COMPLEXITY,
DOWNLOAD SIZE AND REGISTRATION DETAIL.

Increase Download Size for no reason is poor decision,


because that can lead user with low data consumption will
not play Game X. we need to reduce consequence of
Download Size by adding profitable Content so Download
Size can be worth to do because of the content.

Tutorial Complexity is needed for Newbie user learn how real


game works. But if the user is prefer lower complexity game
they can leave. So optimize tutorial complexity in order to
encourage user to learn the game with low user to leaving.

Detailed Registation is needed for data gaining purpose for


analysis and development of the game to be better. But the
consequence is user will take more time by doing that. We
can encourage user to fill registration by giving them gift
item or free paid gacha so user can consider to fill
registration.
4. ENCOURAGING ALL DIVISION TO TAKE
DECISION BASED ON DATA AND SIMULATION

Decision Based on data is needed for development of


the game. Decision will affect any part of the game, so
we need to know Costumer need, Product Strength,
weakneses, opportunity, threat, etc. and simulation is
needed for decision to know how decision will affect
the product, is good or bad or even not doing any
impact.
CONTACT ME

LinkedIn
in/rahmanpratama

Instagram
@rah.menp

Email
rahmanimampratama@gmail.com

Phone
+62 821 2525 4900

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