The mobile game has seen revenues of $10 million and 50 million downloads in 90 days across all platforms, with not a single dollar spent on acquiring users.
The pair also discussed the origins of the game at their talk 'Crossy Road: A Whale of a Time'.
Developed in just six weeks, the aim for Crossy Road was not to make a lucrative game but a popular one, having been inspired by Flappy Bird's accessibility and viral success.
Andy Sum told attendees that three things saw it become successful - retention, virality and re-engagement - and that the game "wouldn't have been a hit without these three things working perfectly".
While the game performed well from launch thanks to App Store promotion, further updates to the game post-release - including new characters, improved share options and a new setting - helped player engagement and continued to make it sharable.
On the business side, the game only makes money from adverts and cosmetic characters, and the team were keen to achieve a 1:1 source of income from in-app purchases and advertising.
With the game seeing revenues six times more in advertising around launch, post-release updates that added the ability for players to try characters before buying - as well as the addition of special premium characters - saw the rate decease to around 2:1.
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