Game Development for Homes.com
- Mobile App Development
- $10,000 to $49,999
- Jan. 2016 - Ongoing
- Quality
- 4.5
- Schedule
- 5.0
- Cost
- 4.0
- Willing to Refer
- 4.5
"Merixstudio gave us everything we wanted and everything that we could afford, and then a little bit more."
- Real estate
- Norfolk, Virginia
- 201-500 Employees
- Phone Interview
- Verified
Merixstudio developed an online HTML5 game for homes.com with the intention of improving their brand awareness.
The game earned tens of thousand of users, which was seen as a branding success. Merixstudio were praised for delivering everything as expected, on time and on budget.
A Clutch analyst personally interviewed this client over the phone. Below is an edited transcript.
BACKGROUND
Introduce your business and what you do there.
The company is Homes.com, and we're the fourth or fifth largest search portal for finding your next or first home. The fourth or fifth depends on who you talk to.
I’m the Vice President of Search Marketing and Consumer Engagement. Essentially, I'm responsible for driving traffic and brand awareness to the company.
OPPORTUNITY / CHALLENGE
What challenge were you trying to address with Merixstudio?
We were looking at doing a brand awareness campaign that tied into a summer blockbuster movie.
SOLUTION
What was the scope of their involvement?
We had an idea of doing an online game that was fun, had the potential to garner brand awareness, the social aspect to it, and tying into a summer blockbuster movie that had to do with space aliens and things like that. From that standpoint, we decided to have a game built that was reminiscent of a space invader's look and feel - a game from the '70s.
We labeled it Defend Your Homes, to tie into us as a home search portal. We incorporated into that the home values of different cities and Q&A [questions and answers] about different cities. The goal was to feature these cities, and to have folks defend their homes in a space invader's type environment.
We ended up developing HTML 5 game, which was cross-browser, cross-platform compatible. We had a distinct mobile version with different controls for mobile devices and we had a desktop version that had an average keyboard control, to control your little spaceship.
As far as any other elements that we wanted, we wanted this to have a scoring aspect to it, so we also had a backend admin that allowed us to review scores that people put in. We were also able to have a ranking system, so there was a leaderboard on the game as well.
How did you come to work with Merixstudio?
We did an internet search to look for someone that could develop HTML 5 games. We decided that it was the best way of accomplishing something that was cross-platform, cross-device, and liable to work to what we wanted. We looked at a few examples and spoke to a few companies, and Merix was really a company that we felt was trustworthy, and had done something fairly similar but not exactly the same, for the Tom Cruise movie, "The Edge of Tomorrow", years ago.
We saw that there was an understanding of the kind of thing we were after. They had an understanding of the technology. We ended up speaking to their guys a few times before we committed, and thought that they had a very high level of expertise in actually making it a success. We had a high level of confidence we could actually build the game.
How much have you invested with Merixstudio?
It cost under $20,000.
What is the status of this engagement?
We allowed a lot of time. The project actually took about three, three and a half months. We didn't actually launch it until about five months. It was launched this year.
RESULTS & FEEDBACK
Could you share any evidence that would demonstrate the productivity, quality of work, or the impact of the engagement?
There're a couple of caveats here. It did get tens of thousands of people to play it, but it did fall short of our targets, although we did have significant players of the game. We did have a contest where we chose some players randomly to win prizes, and that was a success from a standpoint of branding.
How did Merixstudio perform from a project management standpoint?
If I can talk on a larger scale, basically what we were looking for was a partner, a partner that could actually help us develop this from an idea, because we're not game developers. We have home searches, so it's a little bit different. They really helped us understand game logic.
Merixstudio helped us understand what was feasible and what wasn't. They gave real solid feedback that was valuable, and then allowed us to basically make decisions that we thought would be best for us within the budgets that we had, to make sure that we got what we wanted.
They gave some different idea and some different concepts from a look and feel standpoint. When we told them high level, we wanted it to feel like a space invaders-type game, they came back with a few different concepts and ideas and really allowed us to hone in what we thought was going to be the best execution.
Throughout that whole process, they gave us a distinct timeline. They gave us distinct deliverables, milestones, and basically pretty much hit every single one; even delivered some a bit early, so their project management was pretty good.
What did you find most impressive about Merixstudio?
They executed. The biggest challenge you have in working with any external partner is the ability to execute. Everybody talks the talk and everyone has a great portfolio, pretty much. When you decide on someone because there's a level of trust, these guys really delivered. We obviously had to make some considerations based on the budget we had available, but Merixstudio gave us everything we wanted and everything that we could afford, and then a little bit more.
Are there any areas Merixstudio could improve?
From their end, I think they were quite transparent about what issues we might have with the game. I think the only challenge we did have, was the fact that it was kind of heavy on mobile so there was a download that was necessary, just from the CF files and stuff like that. I think that they could have had a better mobile-first approach because we had that as part of our spec. They could’ve improved the mobile controls as well because we had that as part of the spec. That was the only thing that was a slight negative. It still worked on mobile, but it did need ideally a Wi-Fi connection. That would be the only thing, I'd say.
RATINGS
-
Quality
4.5Service & Deliverables
"Just from the mobile issue."
-
Schedule
5.0On time / deadlines
"They didn't miss anything."
-
Cost
4.0Value / within estimates
"They weren't the cheapest option, but they did deliver. It's hard to say value for money because we didn't meet our goals, but that wasn't because of the development."
-
Willing to Refer
4.5NPS
"It would have to be a good fit. They're offshore and not everybody wants to work with an offshore company. They're English was very good; that wasn't really a concern.