![Word Life](../banners/WordLife_banner.png)
Word Life
About the game
- Company: Socialpoint - Take Two Interactive
- Genre: Crossword Puzzle
- Release Date: June 2019
- Downloads: 31 Million (Oct ‘22)
- Size at release: 98MB on release
About my work
In summer 2018 I joined what was a small team of 6 people working on a word game prototype. The tactical goal
was to copy an established word game, improve it and release it quickly.
The team was organized with a flat hierarchy and everyone was very competent, autonomous and professional. We
had weekly reviews with the CEO of Socialpoint who truly energized us with his bold, action-oriented vision.
My main task there was not so much to design new systems, since we had a clear reference, but to handle the
content (LOTS of content) in the game. Early levels were handcrafted to ensure the best experience, but later
we were refining our tools to be able to create content automatically. By the time we released it world-wide
we had over 4000 levels …in each of 7 languages! (English, Spanish, French, German, Italian, Russian and
Portuguese).
By being in charge of the content I was also the main responsible for tracking the retention and conversion of
the game. The game was live in a couple countries during all development, and a small continuous stream of new
game users provided us with the necessary data to tweak and evolve the game. I was working side by side with
data analysts to create and interpret dashboards to track player behavior. I had to optimize the early funnels
for maximum retention, and later create the necessary pinch points to drive conversion.
The project was released after almost one year of development and kept evolving to become the most
feature-complete word game out there. Eventually the project was able to acquire users while maintaining a
positive ROI. However, the game couldn’t scale enough to become a hit and recently has gone into “maintenance
mode”. I keep happy memories of my time working there, and I’m really proud the game made it so far …only a
couple steps away from success!
Download it for iOS
Download it for Android
What I learned
![learnings](../icons/icon_learnings.png)
- Creation of dashboards with data analysts to effectively track player behavior.
- Working with developers to create content automation tools.
- Create, iterate and track thousands of levels of content.
What I'm proud of
![learnings](../icons/icon_proud.png)
- The good atmosphere, ownership and commitment achieved by the game team.
- The coordination with external departments (tools, analysts, localisation…) to bring the game together.
- The level of polish and amount of features reached in the final product.
![Word Life](img/xavier-agullo-wl01.png)
+ Aimed towards older women, the game is relaxing and calm.
![Word Life](img/xavier-agullo-wl02.png)
+ Most F2P games recover their costs long term, infinite content is paramount.
![Word Life](img/xavier-agullo-wl03.png)
+ Put your thinking cap …in seven different languages!
![Word Life](img/xavier-agullo-wl04.png)
+ The game was full of game modes, including multiplayer and time-limited events.
![Word Life](img/xavier-agullo-wl05.png)
+ The level editor had plenty of features and exported the data in JSON format.
![Word Life](img/xavier-agullo-wl06.png)
+ We developed a sophisticated model to track user behavior and twist the content.
Special thanks: Alberto Uriarte, Andres Barrera, Antoni Domingo, Blanca Joplin, Claudia Boix, Horacio Martos, Javi Ferra, Javi Garcia, Marc Simon, Pasqual Batalla, Paul Davies, Roger Planas.