| abstract: | An overview of a different way to develop games – avoiding the 3-year pre-launch development phase, and enabling the team to continuously improve on the experience using the best development practices from the Web 2.0 world combined with an iterative, evolving social play and in-game economy design approach. Case examples from Habbo, serving a global teen audience with 31 local market communities, updating the product experience at least once a month. Agility now permeates not just Sulake's development processes but throughout our management methodology. Session covers lessons learned on development team formation, user participation in product design and business performance measurement. |