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1. What is Banana Kong?

2
VIDEO

3
2. An idea is born

4
The idea
- Create a new endless runner with set in the jungle, with
animals and a banana collecting gorilla as star
The Challenge
- Many endless runners
- We didn't want to clone, but be original
- No brand we could build up on
The solution:
- Give players what their longing for
- Combine known mechanics with a new twist

5
The twist: the parallel gameplay sections

6
3. The development starts

7
Finding a development partner:

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Character design: the main character

9
Character design: the main character

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Character design: the evolution of the Toucan

11
Early gameplay scribbles and sketches

12
Challenge 1: the controls
- 4 different input types:
- TAP (jump)
- STAY TAPPED (glide)
- SWIPE to the right (dash)
- SWIPE down(change platforms, dash down midair

Problem: all 3 inputs start with a tap!

13
Challenge 1: the controls

4 different input types!

photo

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1 - TAP (jump)
15
2 - STAY TAPPED (glide)
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3 - SWIPE to the right (dash)
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4 - SWIPE down(change platforms,
dash down midair)
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Problem: all 3 inputs start with a tap!

19
Are buttons a solution?

mockup with buttons

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NO! Buttons are not the solution:
- Not intuitive controls for iDevices in most cases
- Hide part of the gameplay area
- Player is forced to press same spot
- Goes against what makes up today's everyday usage of
touchscreen devices

21
How about controls tied to display areas?

mockup with area sensitive controls

22
Better than buttons, but still not an option as well:
- Good if there are only 2 different actions....
- ... but BK already has 4 different actions
- Restricts further expansion of controls
- What about left handed players?

23
The solution:
- Gesture controls
We had to
- Playtest with lots of people, friends, family, etc...
- Observe them, ask them, speak with them
- Tweak until it felt good

24
Challenge 2: level design
- Endless runners are played hundreds of times and need
feel fresh every time
Problem:
- how to create enough variation and make sure
randomized level design works?

25
Total randomness vs. planned randomness
- TOTAL RANDOMNESS leads to frustrating, non solvabl
situations
- Absolutely NO control on difficulty, design, fun, etc...
- PLANNED RANDOMNESS by building levels together
with small sections gives more control:
- sections with different difficulty
- nice designs
- makes sure of fun situations
- creating a classic jump'n run feeling

26
Ready for release? Make sure:
- that you didn't get project blind!
- people don't like a feature? think twice about it!
- do people understand your game?

27
4. Game released!
What next!?

28
Games nowadays:
- Critically acclaimed
- Ambitious users part of the game's evolution
- Dynamic product
- Updates keep the games alive
- WE HAVE TO LISTEN TO OUR CUSTOMERS!!!

29
Part of a dynamic product: shop expansion

screenshots customisation

30
Part of a dynamic product: new content

31
Part of a dynamic product: the logo

32
Part of a dynamic product: the social competition

screenshot social elements

33
5. Times are changing...

34
... and so are games:
- Market shifting towards F2P
- Despite F2P shift, good sales: 500.000k sales in 6 mths!

35
The Free to Play switch:

36
6. The future

37
The future:
- Ports to Android and other platforms
- Establishing the game as a brand
- More games in the Banana Kong Universe

38
That's it!

Thanks for listening!
39
- Questions? Or want to publish with us:
philipp@fdg-entertainment.com
- Download presentation at:
- FDG on the web:
http://www.fdgentertainment.com
- FDG on Social Networks:
www.facebook.com/FDGEntertainment
www.twitter.com/FDG_Games
40

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The Development and Evolution of Banana Kong: An Endless Runner

  • 1.
  • 2. 1. What is Banana Kong? 2
  • 4. 2. An idea is born 4
  • 5. The idea - Create a new endless runner with set in the jungle, with animals and a banana collecting gorilla as star The Challenge - Many endless runners - We didn't want to clone, but be original - No brand we could build up on The solution: - Give players what their longing for - Combine known mechanics with a new twist 5
  • 6. The twist: the parallel gameplay sections 6
  • 9. Character design: the main character 9
  • 10. Character design: the main character 10
  • 11. Character design: the evolution of the Toucan 11
  • 12. Early gameplay scribbles and sketches 12
  • 13. Challenge 1: the controls - 4 different input types: - TAP (jump) - STAY TAPPED (glide) - SWIPE to the right (dash) - SWIPE down(change platforms, dash down midair Problem: all 3 inputs start with a tap! 13
  • 14. Challenge 1: the controls 4 different input types! photo 14
  • 15. 1 - TAP (jump) 15
  • 16. 2 - STAY TAPPED (glide) 16
  • 17. 3 - SWIPE to the right (dash) 17
  • 18. 4 - SWIPE down(change platforms, dash down midair) 18
  • 19. Problem: all 3 inputs start with a tap! 19
  • 20. Are buttons a solution? mockup with buttons 20
  • 21. NO! Buttons are not the solution: - Not intuitive controls for iDevices in most cases - Hide part of the gameplay area - Player is forced to press same spot - Goes against what makes up today's everyday usage of touchscreen devices 21
  • 22. How about controls tied to display areas? mockup with area sensitive controls 22
  • 23. Better than buttons, but still not an option as well: - Good if there are only 2 different actions.... - ... but BK already has 4 different actions - Restricts further expansion of controls - What about left handed players? 23
  • 24. The solution: - Gesture controls We had to - Playtest with lots of people, friends, family, etc... - Observe them, ask them, speak with them - Tweak until it felt good 24
  • 25. Challenge 2: level design - Endless runners are played hundreds of times and need feel fresh every time Problem: - how to create enough variation and make sure randomized level design works? 25
  • 26. Total randomness vs. planned randomness - TOTAL RANDOMNESS leads to frustrating, non solvabl situations - Absolutely NO control on difficulty, design, fun, etc... - PLANNED RANDOMNESS by building levels together with small sections gives more control: - sections with different difficulty - nice designs - makes sure of fun situations - creating a classic jump'n run feeling 26
  • 27. Ready for release? Make sure: - that you didn't get project blind! - people don't like a feature? think twice about it! - do people understand your game? 27
  • 29. Games nowadays: - Critically acclaimed - Ambitious users part of the game's evolution - Dynamic product - Updates keep the games alive - WE HAVE TO LISTEN TO OUR CUSTOMERS!!! 29
  • 30. Part of a dynamic product: shop expansion screenshots customisation 30
  • 31. Part of a dynamic product: new content 31
  • 32. Part of a dynamic product: the logo 32
  • 33. Part of a dynamic product: the social competition screenshot social elements 33
  • 34. 5. Times are changing... 34
  • 35. ... and so are games: - Market shifting towards F2P - Despite F2P shift, good sales: 500.000k sales in 6 mths! 35
  • 36. The Free to Play switch: 36
  • 38. The future: - Ports to Android and other platforms - Establishing the game as a brand - More games in the Banana Kong Universe 38
  • 39. That's it! Thanks for listening! 39
  • 40. - Questions? Or want to publish with us: philipp@fdg-entertainment.com - Download presentation at: - FDG on the web: http://www.fdgentertainment.com - FDG on Social Networks: www.facebook.com/FDGEntertainment www.twitter.com/FDG_Games 40

Hinweis der Redaktion

  1. video - what is BK? - explain core elements - homage to classic jump n run games, adding some new spice - animals as vehicles / helpers - cartoon graphics - launched as paid - switched to free - 10.000.000+ downloads
  2. When we started, many endless runners... Why endless runner? We felt the genre was missing something and new ways could still be walked there back in 2011/2012 - Combine elements from different genres (endless runner, jump n run, etc...)
  3. - searching for a dev partner - gamaga pitched bunny flags - we liked the artstyle and saw their potential - pitched them our idea - they liked it - we started!
  4. many steps required until the main character is well worked out
  5. final result
  6. not only main, but also secondary characters need much attention and be carefully designed.
  7. different ideas in concept stage: - hills (was removed as there were so many features to chose from, not sure if it´ll work
  8. - BK example: tutorial
  9. players asked for ways to customize the character and spend bananas
  10. Underwater section + turtle: - idea came very quick - new gameplay section: underwater - new character: turtle - new power ups
  11. logos can also be updated / adapted to emphasize an update, witjout losing the the style. logo is still recognized immediately
  12. one thing people were asking more and more is increased competition between players and FRIENDS
  13. - free campaign in august - results showed the game works as F2P - first F2P targetted update in september NOW: - higher revenue - more users / bigger userbase - more popularity - game stayed free then and decided optimisation to F2P
  14. - new virtual hard currency: GOLDEN HEARTS (can ONLY be bought for real money) - important: game can be perfectly played without - for the first time: permanent perks can be bought for real money -> great reception: players are happy
  15. - release ports as early as possible / at the right time in order to profit from synergy between platforms -