The archive · Games & Play · Product decision · 2009–2012
Rovio's Angry Birds turns slingshot physics into the first 1B-download mobile franchise
A Finnish studio near bankruptcy built its 52nd game on touch-screen slingshot physics; it became the first mobile franchise to hit a billion downloads.
Rovio Entertainment
What it had to solve
In 2009 Rovio was down to 12 staff and close to bankruptcy after 51 games. The Hed cousins decided the App Store solved their distribution problem and set out to design a title for everyone.
How it works
Rovio, a Finnish studio founded by cousins Mikael and Niklas Hed, had made 51 games by early 2009 and was close to bankruptcy, shrunk from 50 employees to 12. They concluded that the iPhone App Store solved the distribution problem that had always held them back, and decided their own original game would be the rescue plan.
The team set unusual criteria: the game had to be physics-based, need no tutorial, load almost instantly, be playable in a single minute, and have an icon that stood out — because the iPhone user 'turned out to be everybody.' Designer Jaakko Iisalo's sketch of round, wingless, angry birds clicked immediately, and eight months of iteration produced a slingshot game where birds knock down green pigs' towers.
Angry Birds launched on the App Store in December 2009 and was slow for its first three months, until Apple featured it as UK game of the week in February 2010; it jumped from about #600 to #1. By early 2011 it was the number-one paid app in 68 countries and had earned the brand more than €50 million.
The franchise kept compounding: on 9 May 2012 Angry Birds became the first mobile game series to pass 1 billion downloads, and Rovio's 2012 revenue doubled to €152.2 million, with 263 million monthly active users in December and merchandise now 45 percent of sales.
Why it lands
- Universal by design: profiling the iPhone user as 'everybody', Rovio chose accessible physics fun over the sci-fi and horror niches it had worked in before.
- Constraints became features: one-minute play, no tutorial and near-zero load time fit how people actually use phones, turning dead time into play time.
- Characters did the marketing: angry birds with a reason — the pigs stole their eggs — made the game sharable and merchandise-able long before the downloads peaked.
- They engineered their own luck: after Apple featured it, a trailer and a free Lite version arrived within days, converting a featured slot into a number-one position.
What it did
Featured by Apple, it jumped from about #600 to #1 on the UK App Store and became the number-one paid app in 68 countries; in May 2012 it was the first mobile franchise to reach 1 billion downloads, and Rovio's 2012 revenue hit €152.2 million, up 101 percent.
What you can take
Design for the medium's limits: a game playable in one minute, with no tutorial, can win a mass audience — constraints plus lovable characters turned a bankrupt studio's last shot into a franchise.
Since then
Angry Birds became Rovio's engine: by end-2012 the series had passed 1.7 billion downloads, monthly active users hit 263 million in December, and merchandising accounted for 45 percent of revenue. Rovio's net profit for 2012 was €55.5 million and headcount more than doubled to 518. The franchise later grew into films and animated series, and the physics-slingshot formula was copied across mobile gaming.
Sources
- In depth: How Rovio made Angry Birds a winner (and what's next)
- First mobile game series to reach 1 billion downloads
- Rovio doubles sales to €152.2 million in 2012
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