2. INTRODUCTION
WHO is REALLY presenting?
• Lucid Dreams is a group of friends who have been creating
good games continuously for three year
• We recently started our own company and suddenly have to be
serious
• We aim towards an established company and stability
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3. INTRODUCTION
What is at stake?
• We want to make our own games and succeed
• When we are not students anymore we need an income
• Our time is now! We can still live on CSN a bit longer
• By summer and fall 2012 we need to support ourself by selling
games
• Having a second job whilst making games is not ideal
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4. INTRODUCTION
Why should we care?
• Share our vision and our passion
• Output more important than input
• THE CHOSEN FEW
• Fanbase and employers identifying with a Lucid Dreams
lifestyle (a brand)
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5. REWARD
What are the opportunities?
• So far so good
• We are not in it primarily for the money
• Phone games, social and indie games
• Small developer and easy-access games
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6. REWARD
Who can share this potential?
• If you can identify with the ”Lucid Dreams Lifestyle” we:
• make it worth your investment
• help gain the money and skill required
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7. REWARD
What is the best-case scenario?
• In one year we have an established company and a
reliable income
• We are able to support all the roles we require to make
the games we are passionate about
• Quality over quantity
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8. CHALLENGES
What opposes that scenario?
• Swedish laws
• Strong competition
• Accomodation of troops
• 21 dec 2012 (end of the world)
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9. CHALLENGES
How can you tell?
• These are the problems we are dealing with now
• We assume they will stay pretty much the same
• We try to be well-informed in these matters
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10. CHALLENGES
What are the short, medium and long-term
problems?
• Short term: Pipeline research, workspace
• Mid-term: Schoolwork and grades
• Long term: Publishing
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11. ABILITIES
What capacities do we have to face the
problems?
• Pipeline research
• Planning and contacts
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12. ABILITIES
What resources are available?
• Lucid Dreams
• Heroic Entertainment
• SPG/Almi
• Hgo
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13. ABILITIES
What external influences support our
ambitions?
• App markets
• Online distribution
• Fans
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14. STRATEGY
What Milestones can be set?
• November: Short practice project in six weeks
• December: Conceptualisation of bigger project
• February: Production start
• Playable beta by GGC 2012
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