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Travis Boatman is the founder and CEO of Carbonated, an LA based mobile games studio.
A 25-year veteran of the game industry (19 years in mobile), Travis has also served as SVP Mobile at both Zynga and Electronic Arts, where he led global studios and mobile game strategy.
Travis is also an angel investor and advisor for companies like Mattel, BWG, Evollve, Renzu, Little Labs, Bunch, and he was featured in four Apple keynotes.
In an exclusive interview with AsiaTechDaily, Travis says:
Respecting true technical innovation and hiring the people that can create it. It’s slower and more challenging, but it’s more rewarding in many ways.
Take on the hard problems first. It feels great to win those tough battles, and then the rest seems easy.
- Don’t be afraid of things being difficult. That’s just part of life. Embrace it. Whether that’s hard work, diet, exercise, having hard conversations, getting up early, we are always learning, managing physical pain, etc
- A perspective is a great tool for decision making
Read on to know more about Travis Boatman and his journey.
Travis Boatman: I’m a massive fan of the games industry, and have been working in the games business since around 1990. I’ve been fortunate in my career to have worked at some amazing companies, including JAMDAT, Electronic Arts, and Zynga. That said, my primary motivation has always been to create products and entertain audiences. In years past, the best place to do was at larger publishers because they had access to players and the capital to create great products. Today smaller studios have access to players (through App stores, Discord, Facebook), and now there are numerous ways to raise capital. Additionally, game creation is easier and cheaper now than ever before (leveraging Unity, Unreal, Lumberyard, etc.).
Travis Boatman: Our current product is a real-time, third-person, squad-based multiplayer shooter on mobile. Our goal is to create a high-fidelity gaming experience by pushing the capabilities of today’s mobile hardware.
Travis Boatman: We spent the first few years of the studio doing contract work to refine our thesis and work together as a team. We recently raised $8.5M so that we can focus on our thesis and go faster!
Travis Boatman: It was primarily about speed to market. We spent several years building our team and refining our thinking. When we felt the time was right to raise, we were fortunate to find like-minded partners who believed in our vision.
Travis Boatman: Given we love to entertain players, I think the only thing we could have done differently is rising earlier. It probably would have allowed us to be in the market today, so we could already be entertaining millions of people during these difficult times.
Travis Boatman: At this point, our game is fully playable, and we’re now entirely focused on player feedback. Our goal is to accelerate our player feedback through our live ops tools and improve the product. Once we (and our players) feel the game is ready for release, we’ll happily launch!
Travis Boatman: While our team is quite adept at traditional User Acquisition, we’re starting by leveraging organic community growth through Discord, given our game appeals to that audience.
Travis Boatman: Organic growth and concept testing on Facebook are both great early indicators of appeal (i.e., product-market fit). It’s good to tackle that first to focus on the next goals on Retention and future growth through traditional channels.
Travis Boatman: Startups (as they should be) tend to be optimists and often ignore clear signals that their game isn’t appealing to customers. There are plenty of creators who believe “our game is great; it’s User Acquisition that’s broken.” Yet we still see new games growing organically every year without spending a lot on UA (although some do). Some of the world’s best studios have developed a good culture for identifying product-market fit or making the hard choice to cancel them if not (i.e., Supercell).
Travis Boatman: Our game is designed from the ground up for a global audience. We would need strong local signals from players on a country-by-country basis before investing resources in each of those regions.
Travis Boatman: First, assuming that if the game works in their home country, it will work elsewhere. Second, not finding the right local partner to help your product navigate those regions.
Travis Boatman: Video games (particularly mobile games) are well suited for these difficult COVID-19 times, as people are looking for entertainment to brighten their day. Mobile entertainment is ideal because it’s with you all the time, free to play, and allows you to connect with people while you’re social distancing.
Travis Boatman: Two things come to mind: First, unless you’re a serial entrepreneur/team, building a team that can work well together takes time. It takes time for people to learn how to operate well together, and expectations typically outstrip capability. Second, startups often take on too much too quickly. Doing less better and staying focused on your thesis is much harder than it sounds.
Travis Boatman: Respecting true technical innovation and hiring the people that can create it. It’s slower and more challenging, but it’s more rewarding in many ways.
Travis Boatman: I love Science fiction and the visuals they provide (Matrix, Star Wars, The Expanse), and I love stories of family and friendship Shawshank Redemption, Unforgiven, probably anything with Morgan Freeman 🙂
Travis Boatman: Take on the hard problems first. It feels great to win those tough battles, and then the rest seems easy.
Travis Boatman:
Travis Boatman: Entertaining people. That when people are down or just needed to take a break, our work helped them through those tough times. Also, our games connected them with other players and put a smile on their face. : )
You can follow Travis Boatman here.
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