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Production Overview
Blazin’ Aces Overview
Take control of the skies in this 2D retro-
aerial dogfighting game. Step into the
cockpit of an ace pilot in the golden era of
aviation, and destroy the invading forces.
Available on Apple and Windows Phone
www.blazinacesgame.com
Blazin’ Aces History
• Prototype / experiment back in 2010
• My first “finished” game
• Positive feedback from reviewers
• Showcased in NAG, PC Format, as well as being shown at AMAZE 2012
• Decision to make a more “HD” version in October 2012
• Game took roughly 2 years on and off to complete
• Finished in April 2014
• Released 9 May 2014
Blazin’ Aces History – Me
• Original prototype was an experiment
• Wanted to finish a game
• Completed game resulted in me wanting a bigger challenge
• Improvement of skills
• Opportunity to develop to mobile devices
• Blazin’ Aces had “simple” mechanics, easy to scale up and adapt, familiar territory
Game inspiration
Wings of Fury (1990)
Bluetooth Biplanes (2008?)
Sopwith (1984)
Jane’s WWII Fighters (1998)
Crimson Skies (2000)
What went well
1. Art Direction
Visual reference
Prototype logo artwork
Level mockups
Level mockups
Prototype screenshots
Prototype launch material
Art experiments
Move to “HD” - Logo comparison
(New Pin-up illustrated by Gina Nelson)
Move to “HD” – Background Art reference
Move to “HD” – Jungle Level
(In-game artwork done by Buko Studios)
Move to “HD” – Touch screen menu
Move to “HD” – Touch screen menu
Move to “HD” – Touch screen menu
Move to “HD” – Plane comparison
Move to “HD” – Screenshots
Move to “HD” – Screenshots
Move to “HD” – Screenshots
Move to “HD” – Screenshots
Launch material
What went well
2. Collaboration
Wireframing process
Menu flow wireframe
Detailed game design doc
Bug list
Illustration Process
(Linework by Michael Stopforth)
What went well
3. Multi-platform export
Windows, HTML 5, OSx, iOS, Android, Windows Phone, Windows 8
What went wrong
1. Not enough iteration
Not enough time was spent on
experimenting on the “new” HD version
• Was mostly a case of implementing ideas without iterations
• Special weapons were added in the almost “complete” version of the game
• Other mechanics were implemented to try solve gameplay issues, ended up
creating more issues with current mechanics (eg, pilot’s fighting on ground)
What went wrong
2. Indecisions about the game
Indecisions around what should and
shouldn’t be in the final game
• Various gameplay modes were initially in the design document, but changed
the gameplay mechanics (eg. Blimps & Zeppelin)
• Different planes with different stats
• Different types of weaponry
• No foresight into storyline
• Basically, because my skills were increasing I kept trying to add to the game
instead of sticking to the design doc.
What can we learn?
1. Set up for structure & experimentation
Games are flexible
• It all depends on where you want to take it
• There is plenty of time to prototype and experiment, provided there is a
good enough reason. The special weapons in the “HD” version were last
minute, yet they enhanced the final product
What can we learn?
2. Collaborate!
You’d surprised at the outcome
• I spent roughly 6 months longer on the “HD” version as opposed to the
prototype – all in-game artwork was outsourced and completed much
quicker than the time would have taken me
• Small additions and tweaks by others allow you to see your project in a
fresh new light. The “flocking” nature of the AI in the game helped convey
the idea that the pilots have a Wingman
• Allows you to focus on what you’re good at, without having to stress about
stuff you’re not that good at
• You can still manage it, you just need to make your idea clear, and make
sure you communicate clearly
What can we learn?
3. At some point, you have to stop
Ending a product means finishing it
• While developing a project it’s easy to keep adding in extra stuff. However,
at some point if you want to finish a game, you have to make the decision
to stop working on it
• Committing to finishing a game allows you to have a final to-do list that
you can stick to
• There’s plenty of stuff you’ll be sad about when you’re done. There’s
million things you’ll think about when you finish that could make your
game better
Stats
Up to and including 12 May 2014
Online stats
• Over 25 blog and review write-ups of the game ( Over 8 in other languages )
• English, Italian, Turkish, Vietnamese, Romanian, Polish
• (Missed opportunity for localisation)
• 1 Newspaper article
• Over 300 tweets since launch day
• Over 2300 views of the trailer
• Over 1000 views of the website
Windows Phone has the most purchases
sadsd
Showcase of interations of the game
Questions?
Thank you & enjoy!

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Blazin' Aces post-launch presentation - 13 May 2014

  • 2. Blazin’ Aces Overview Take control of the skies in this 2D retro- aerial dogfighting game. Step into the cockpit of an ace pilot in the golden era of aviation, and destroy the invading forces. Available on Apple and Windows Phone www.blazinacesgame.com
  • 3. Blazin’ Aces History • Prototype / experiment back in 2010 • My first “finished” game • Positive feedback from reviewers • Showcased in NAG, PC Format, as well as being shown at AMAZE 2012 • Decision to make a more “HD” version in October 2012 • Game took roughly 2 years on and off to complete • Finished in April 2014 • Released 9 May 2014
  • 4. Blazin’ Aces History – Me • Original prototype was an experiment • Wanted to finish a game • Completed game resulted in me wanting a bigger challenge • Improvement of skills • Opportunity to develop to mobile devices • Blazin’ Aces had “simple” mechanics, easy to scale up and adapt, familiar territory
  • 5. Game inspiration Wings of Fury (1990) Bluetooth Biplanes (2008?) Sopwith (1984) Jane’s WWII Fighters (1998) Crimson Skies (2000)
  • 6. What went well 1. Art Direction
  • 14. Move to “HD” - Logo comparison (New Pin-up illustrated by Gina Nelson)
  • 15. Move to “HD” – Background Art reference
  • 16. Move to “HD” – Jungle Level (In-game artwork done by Buko Studios)
  • 17. Move to “HD” – Touch screen menu
  • 18. Move to “HD” – Touch screen menu
  • 19. Move to “HD” – Touch screen menu
  • 20. Move to “HD” – Plane comparison
  • 21. Move to “HD” – Screenshots
  • 22. Move to “HD” – Screenshots
  • 23. Move to “HD” – Screenshots
  • 24. Move to “HD” – Screenshots
  • 26. What went well 2. Collaboration
  • 31. Illustration Process (Linework by Michael Stopforth)
  • 32. What went well 3. Multi-platform export
  • 33. Windows, HTML 5, OSx, iOS, Android, Windows Phone, Windows 8
  • 34. What went wrong 1. Not enough iteration
  • 35. Not enough time was spent on experimenting on the “new” HD version • Was mostly a case of implementing ideas without iterations • Special weapons were added in the almost “complete” version of the game • Other mechanics were implemented to try solve gameplay issues, ended up creating more issues with current mechanics (eg, pilot’s fighting on ground)
  • 36. What went wrong 2. Indecisions about the game
  • 37. Indecisions around what should and shouldn’t be in the final game • Various gameplay modes were initially in the design document, but changed the gameplay mechanics (eg. Blimps & Zeppelin) • Different planes with different stats • Different types of weaponry • No foresight into storyline • Basically, because my skills were increasing I kept trying to add to the game instead of sticking to the design doc.
  • 38. What can we learn? 1. Set up for structure & experimentation
  • 39. Games are flexible • It all depends on where you want to take it • There is plenty of time to prototype and experiment, provided there is a good enough reason. The special weapons in the “HD” version were last minute, yet they enhanced the final product
  • 40. What can we learn? 2. Collaborate!
  • 41. You’d surprised at the outcome • I spent roughly 6 months longer on the “HD” version as opposed to the prototype – all in-game artwork was outsourced and completed much quicker than the time would have taken me • Small additions and tweaks by others allow you to see your project in a fresh new light. The “flocking” nature of the AI in the game helped convey the idea that the pilots have a Wingman • Allows you to focus on what you’re good at, without having to stress about stuff you’re not that good at • You can still manage it, you just need to make your idea clear, and make sure you communicate clearly
  • 42. What can we learn? 3. At some point, you have to stop
  • 43. Ending a product means finishing it • While developing a project it’s easy to keep adding in extra stuff. However, at some point if you want to finish a game, you have to make the decision to stop working on it • Committing to finishing a game allows you to have a final to-do list that you can stick to • There’s plenty of stuff you’ll be sad about when you’re done. There’s million things you’ll think about when you finish that could make your game better
  • 44. Stats Up to and including 12 May 2014
  • 45.
  • 46. Online stats • Over 25 blog and review write-ups of the game ( Over 8 in other languages ) • English, Italian, Turkish, Vietnamese, Romanian, Polish • (Missed opportunity for localisation) • 1 Newspaper article • Over 300 tweets since launch day • Over 2300 views of the trailer • Over 1000 views of the website
  • 47. Windows Phone has the most purchases sadsd
  • 48. Showcase of interations of the game
  • 50. Thank you & enjoy!