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Multiplayer Mobile Tactical Action Game 
Presenter 
Alper Silistre 
alper_silistre@hotmail.com
Overview 
 We are Software Developers at Izmir University of Economics 
 We have been developing games for 1 year 
 We already created several simple games 
 We would like to complete and publish our mobile game as 
good as possible 
 Currently we are at the stage of creating main functionalities
The Problem 
 Lots of clone Multiplayer Mobile Games (Clash of Clans,Game of War,Boom Beach.) 
 Even they achived millions of players, they scared a lot more 
 Huge imbalance between new and old players 
 Newcomers rapidly quit because of uncompetitive game 
 Some in-app purchase elements give advantage who pays 
 Player who doesnt want to pay feels unfair. Doesnt see any sense to 
continue to play 
 We design our games for this problem 
 In-app purchase will visually customise characters, does not effect game 
directly
The Problem 
 Main reason for this, Game Developers first thinking about making 
money, then creating their games 
 We want to create an entertaining and playable game so everybody can 
play it 
 We focus this problem because we want everyone plays together(People 
who pays for games and who does not)
Market Size 
 966 millions, or % 78 of all 1.2 billions of gamers worldwide play mobile 
games.
Team 
 Alper Silistre 
 Ayberk Yatağan 
 Burak Alakuş 
 Emre Pak 
 İhsan Kocaşaban
Alper – Emre – İhsan 
Death Circle 
Defuser X 
Ayberk – Burak 
LifeCycle 
FreeLancer
Game Jam
Game 
 We are using Unity 3D engine 
 Because of we all Software Developers, we are not capable of creating 
professional 3D arts and models for our games. So we used free and 
created simple models so far 
 We decide all requirements and game decisions
Game 
 3D isometric action game 
 Players manage their own hero/character 
 2 Secret missions beginning of each round -> Kill or Defend 
 To gain point, mission has to be done without dying 
 No one see others health, ammunition, mission 
 Game based on trust and taking risks 
 No high skills for playing. Just thinking and guessing 
 10 players and 10 round(1 minute per round) 
 Highest score win
Project Scene
Project Scene
Game
Customers 
 Our customers are mobile device owners around the world. 
 152M North Americans play mobile games, and 66M pay to play them. 
 Paying North American mobile game players spend an average of $6.21 
per month. 
 Game will be free. There will be an ads and in-app purchases. 
 In-app purchases does not change balance of a game but allow players to 
customise their characters. 
 Probably $X for Advertisement removal.
Go to Market 
 Apple Store 
 Google Play 
 Windows Store 
 Free game with ads. 
 We could think to agree with publishers because of their ability to make 
advertisement.
Sources 
 http://www.statisticbrain.com/mobile-phone-app-store-statistics/ 
 http://www.gartner.com/newsroom/id/2614915 
 http://skillz.com/blog/2013/03/05/65-mobile-gaming-stats-to-impress-your-friends/ 
 http://www.newzoo.com/infographics/infographic-global-mobile-landscape-reloaded/ 
 http://www.factbrowser.com/facts/15457/ 
 http://www.factbrowser.com/facts/15458/ 
 http://www.statista.com/statistics/269831/mobile-gaming-revenue-in-the-united-states/ 
 http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/
Thank You 
Questions ? 
Alper Silistre

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5++ Project Presentation

  • 1. 5++ Multiplayer Mobile Tactical Action Game Presenter Alper Silistre alper_silistre@hotmail.com
  • 2. Overview  We are Software Developers at Izmir University of Economics  We have been developing games for 1 year  We already created several simple games  We would like to complete and publish our mobile game as good as possible  Currently we are at the stage of creating main functionalities
  • 3. The Problem  Lots of clone Multiplayer Mobile Games (Clash of Clans,Game of War,Boom Beach.)  Even they achived millions of players, they scared a lot more  Huge imbalance between new and old players  Newcomers rapidly quit because of uncompetitive game  Some in-app purchase elements give advantage who pays  Player who doesnt want to pay feels unfair. Doesnt see any sense to continue to play  We design our games for this problem  In-app purchase will visually customise characters, does not effect game directly
  • 4. The Problem  Main reason for this, Game Developers first thinking about making money, then creating their games  We want to create an entertaining and playable game so everybody can play it  We focus this problem because we want everyone plays together(People who pays for games and who does not)
  • 5. Market Size  966 millions, or % 78 of all 1.2 billions of gamers worldwide play mobile games.
  • 6.
  • 7. Team  Alper Silistre  Ayberk Yatağan  Burak Alakuş  Emre Pak  İhsan Kocaşaban
  • 8. Alper – Emre – İhsan Death Circle Defuser X Ayberk – Burak LifeCycle FreeLancer
  • 10. Game  We are using Unity 3D engine  Because of we all Software Developers, we are not capable of creating professional 3D arts and models for our games. So we used free and created simple models so far  We decide all requirements and game decisions
  • 11. Game  3D isometric action game  Players manage their own hero/character  2 Secret missions beginning of each round -> Kill or Defend  To gain point, mission has to be done without dying  No one see others health, ammunition, mission  Game based on trust and taking risks  No high skills for playing. Just thinking and guessing  10 players and 10 round(1 minute per round)  Highest score win
  • 14. Game
  • 15. Customers  Our customers are mobile device owners around the world.  152M North Americans play mobile games, and 66M pay to play them.  Paying North American mobile game players spend an average of $6.21 per month.  Game will be free. There will be an ads and in-app purchases.  In-app purchases does not change balance of a game but allow players to customise their characters.  Probably $X for Advertisement removal.
  • 16. Go to Market  Apple Store  Google Play  Windows Store  Free game with ads.  We could think to agree with publishers because of their ability to make advertisement.
  • 17. Sources  http://www.statisticbrain.com/mobile-phone-app-store-statistics/  http://www.gartner.com/newsroom/id/2614915  http://skillz.com/blog/2013/03/05/65-mobile-gaming-stats-to-impress-your-friends/  http://www.newzoo.com/infographics/infographic-global-mobile-landscape-reloaded/  http://www.factbrowser.com/facts/15457/  http://www.factbrowser.com/facts/15458/  http://www.statista.com/statistics/269831/mobile-gaming-revenue-in-the-united-states/  http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/
  • 18. Thank You Questions ? Alper Silistre