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A Videogame Industry Exploration
 State of the Industry
 Where do you fit in? Really?
 Games and Beyond
 Pitching
 Working with Publishers
 What You’re Working on Now
Attract Mode
 Why are we doing this and not something else?
 To make money?
 To innovate?
 To honor our favorite games?
 To entertain?
 To educate?
Game Reset
 Longterm & Short Term Goals
 Work-for-Hire
 Original IP Generation
 Specialization versus Generalization
 Commercial Enterprise versus Funded Hobby
 VISION!!
What’s Your Game?
 Founded in 2000 in Seattle, WA USA
 Known for Bewjeweled, Plants Vs Zombies
 Sold to EA in 2011 for $1.3B!
PopCap
 Founded in 2003 in Espoo, Finland
 Known for Angry Birds
 2012 Revenues = $203M
 Over 2X their 2011 revenue!
Rovio
 Founded in Jon Burton ~1989 in Knutsford, England
 Known for the LEGO video games
 Sold to WBIE for $250M in 2007
 Wait til you hear what Jon’s up to now
Travellers Tales
 Design Approaches
 Knowing Your Audience
 Monetization
 Pro Tips!
Game Time!!
 Core Mechanic
 Simple & expandable
 Games as Service
 Program it like a TV series
 Original versus Adaptation
 The benefit of refinement
 Angry Birds
 Candy Crush Saga
 Tentacles
 Narrative Context
 Emotional Goals versus Numerical Goals
What Is It?
 Identifying your audience
 Something for everyone = nothing for no one
 Where and when are people playing?
 What are your audience’s non-game behaviors?
 Game audience versus purchaser
 Community building
Who Is It For?
 What does it all add up to?
 What will excite people?
 What’s NEW?
 Secret sauce!!
 MAGIC!!
Why Should I Care?
 App-roach
 Free-to-Play
 Premium
 Paymium
 DESIGN for monetization before you are made to!
 Publisher perspectives
How Will I Make Money?
 Don’t skimp on music and SFX!!
 Don’t let any part of your experience be mediocre
 Beware of outside influences to your game design
 Engine/Middleware
 Platform feature integration
 Publisher bias
 Prototype
 Usability test FOR REAL
Pro Tips!
 The power of interactive experiences
 Changing the perception of the industry
 Getting the industry over itself
 New audiences
 New forms of entertainment
 Educational tools
 Creating greater opportunity
No More Games
 Traditional Publishers
 Scale Issues
 Fear of cannibalization
 Blockbuster Franchise Mentality
 Mobile Publishers
 “Native to platform”
 Constantly evolving
 Asian flava!
 Social Publisher/Developers
 Moving from Facebook to Mobile
 Increasingly license-based
 Entertainment Publishers
 Moving from Console to Mobile
 Licensing has collapsed
 More in-house production
The Publishing Landscape
 Gree
 Free-to-play ONLY using their methods
 Tencent
 Chat-based play (WeChat)
 Halfbrick
 Arcade-action, quality art production
 Scopely
 Social games (… With Buddies)
 SuperCell
 Zynga of Mobile
Mobile Publishers
 Funtactix
 Primarily licensed
 Hunger Games, Mission Impossible
 Starting to work with external developers
 Kabam
 Broader portfolio, but increasing licensed IP
 Lord of the Rings, Fast & Furious
 Pushing into Casino Games
 Primarily internal development
 Zynga
 Original IP
 Diverse portfolio, from social to casual to mid-core to casino
 Starting to work with external developers
 Kixeye
 Host their own games
 Original IP
 Mid-core games
 All are transitioning, some more painfully than others, to mobile
Social Publisher/Developers
 Most chasing extending Franchises to mobile
 EA Sports (Electronic Arts)
 Sonic the Hedgehog (Sega)
 LEGO Harry Potter (Warner Bros.)
 Assassin’s Creed (Ubisoft)
 Limited original & licensed
 Smurfs’ Village (Capcom)
 Hasbro Board Games (Electronic Arts)
 Addicting Games (Nickelodeon)
 Nutty Fluffies Rollercoaster (Ubisoft)
 Platforms (i.e. MS, Sony, Nintendo)
 Second-screen focus
 Xbox SmartGlass
 Wii U Gamepad
 PS Vita
Traditional Publishers
 Usually a Mix of licensed and internal production
 World War Z
 Paramount Digital Entertainment
 Iron Man 3
 Gameloft (licensed from Paramount)
 A LOT of reskinning of popular mobile titles
 Angry Birds Rio
 Temple Run: Brave
 Fruit Ninja: Puss in Boots
 More deal flexibility
 Low MGs
 Rev share deals
 Co-Productions
 Internal Production budgets high
 But quality expectations are high, near console level
 Most Studios expect free-to-play and history of monetization success
Digital Entertainment Divisions
 Banks
 Schools
 Advertising agencies
 EVERYONE!!
Who Else Needs Games?
 Flavors of Potential Partners in Hollywood
 Entertainment Studios
 Some have several divisions
 Different IP managed by different personnel
 i.e. Viacom = MTV, Nickelodeon, Paramount & Dreamworks
 Production Studios
 Control their own IP
 Waterman (Alvin & the Chipmunks)
 Technicolor
 SD Entertainment
 IP Creators
 Authors
 Animators
 Musicians
Hurray for Hollywood!
 IP Immersion
 Research IP on web
 Watch episodes/films analytically
 Including credits
 See “The Matrix” of an IP
 What are consistent elements of each episode?
 What do characters NEVER do?
 What is its core audience?
 And what is its audience for different media?
 Artist adaptation
 Be able to reliably replicate an animated style
 Have POV on adaptation of a live action property
 Have POV on adaptation related to platform
The Wind-Up…
 Presenting Yourself
 Clear Vision and Value Proposition
 Short Presentations
 Answer 4 questions:
 What Is It?
 Who is it For?
 Why Should I Care?
 How will it make money?
 Other Considerations
 Prototype if at all possible
 Demonstrate your affinity for the IP
 Ensure pitch materials are IP and audience-appropriate
 Be flexible but not wishy-washy
The Pitch
 Contracts
 They suck and take a long time
 Work may start before signed contract
 Production
 Make friends with your producer!
 Prepare for the review process
 Brand management
 Creators
 General bureaucratic gang bang
 Deliver what you promise
 Manage your time and budgets properly!
You Got the Gig, Now What?
And Here You Are!

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2. videojuegos una industria por explorar

  • 1. A Videogame Industry Exploration
  • 2.  State of the Industry  Where do you fit in? Really?  Games and Beyond  Pitching  Working with Publishers  What You’re Working on Now Attract Mode
  • 3.  Why are we doing this and not something else?  To make money?  To innovate?  To honor our favorite games?  To entertain?  To educate? Game Reset
  • 4.  Longterm & Short Term Goals  Work-for-Hire  Original IP Generation  Specialization versus Generalization  Commercial Enterprise versus Funded Hobby  VISION!! What’s Your Game?
  • 5.  Founded in 2000 in Seattle, WA USA  Known for Bewjeweled, Plants Vs Zombies  Sold to EA in 2011 for $1.3B! PopCap
  • 6.  Founded in 2003 in Espoo, Finland  Known for Angry Birds  2012 Revenues = $203M  Over 2X their 2011 revenue! Rovio
  • 7.  Founded in Jon Burton ~1989 in Knutsford, England  Known for the LEGO video games  Sold to WBIE for $250M in 2007  Wait til you hear what Jon’s up to now Travellers Tales
  • 8.  Design Approaches  Knowing Your Audience  Monetization  Pro Tips! Game Time!!
  • 9.  Core Mechanic  Simple & expandable  Games as Service  Program it like a TV series  Original versus Adaptation  The benefit of refinement  Angry Birds  Candy Crush Saga  Tentacles  Narrative Context  Emotional Goals versus Numerical Goals What Is It?
  • 10.  Identifying your audience  Something for everyone = nothing for no one  Where and when are people playing?  What are your audience’s non-game behaviors?  Game audience versus purchaser  Community building Who Is It For?
  • 11.  What does it all add up to?  What will excite people?  What’s NEW?  Secret sauce!!  MAGIC!! Why Should I Care?
  • 12.  App-roach  Free-to-Play  Premium  Paymium  DESIGN for monetization before you are made to!  Publisher perspectives How Will I Make Money?
  • 13.  Don’t skimp on music and SFX!!  Don’t let any part of your experience be mediocre  Beware of outside influences to your game design  Engine/Middleware  Platform feature integration  Publisher bias  Prototype  Usability test FOR REAL Pro Tips!
  • 14.  The power of interactive experiences  Changing the perception of the industry  Getting the industry over itself  New audiences  New forms of entertainment  Educational tools  Creating greater opportunity No More Games
  • 15.  Traditional Publishers  Scale Issues  Fear of cannibalization  Blockbuster Franchise Mentality  Mobile Publishers  “Native to platform”  Constantly evolving  Asian flava!  Social Publisher/Developers  Moving from Facebook to Mobile  Increasingly license-based  Entertainment Publishers  Moving from Console to Mobile  Licensing has collapsed  More in-house production The Publishing Landscape
  • 16.  Gree  Free-to-play ONLY using their methods  Tencent  Chat-based play (WeChat)  Halfbrick  Arcade-action, quality art production  Scopely  Social games (… With Buddies)  SuperCell  Zynga of Mobile Mobile Publishers
  • 17.  Funtactix  Primarily licensed  Hunger Games, Mission Impossible  Starting to work with external developers  Kabam  Broader portfolio, but increasing licensed IP  Lord of the Rings, Fast & Furious  Pushing into Casino Games  Primarily internal development  Zynga  Original IP  Diverse portfolio, from social to casual to mid-core to casino  Starting to work with external developers  Kixeye  Host their own games  Original IP  Mid-core games  All are transitioning, some more painfully than others, to mobile Social Publisher/Developers
  • 18.  Most chasing extending Franchises to mobile  EA Sports (Electronic Arts)  Sonic the Hedgehog (Sega)  LEGO Harry Potter (Warner Bros.)  Assassin’s Creed (Ubisoft)  Limited original & licensed  Smurfs’ Village (Capcom)  Hasbro Board Games (Electronic Arts)  Addicting Games (Nickelodeon)  Nutty Fluffies Rollercoaster (Ubisoft)  Platforms (i.e. MS, Sony, Nintendo)  Second-screen focus  Xbox SmartGlass  Wii U Gamepad  PS Vita Traditional Publishers
  • 19.  Usually a Mix of licensed and internal production  World War Z  Paramount Digital Entertainment  Iron Man 3  Gameloft (licensed from Paramount)  A LOT of reskinning of popular mobile titles  Angry Birds Rio  Temple Run: Brave  Fruit Ninja: Puss in Boots  More deal flexibility  Low MGs  Rev share deals  Co-Productions  Internal Production budgets high  But quality expectations are high, near console level  Most Studios expect free-to-play and history of monetization success Digital Entertainment Divisions
  • 20.  Banks  Schools  Advertising agencies  EVERYONE!! Who Else Needs Games?
  • 21.  Flavors of Potential Partners in Hollywood  Entertainment Studios  Some have several divisions  Different IP managed by different personnel  i.e. Viacom = MTV, Nickelodeon, Paramount & Dreamworks  Production Studios  Control their own IP  Waterman (Alvin & the Chipmunks)  Technicolor  SD Entertainment  IP Creators  Authors  Animators  Musicians Hurray for Hollywood!
  • 22.  IP Immersion  Research IP on web  Watch episodes/films analytically  Including credits  See “The Matrix” of an IP  What are consistent elements of each episode?  What do characters NEVER do?  What is its core audience?  And what is its audience for different media?  Artist adaptation  Be able to reliably replicate an animated style  Have POV on adaptation of a live action property  Have POV on adaptation related to platform The Wind-Up…
  • 23.  Presenting Yourself  Clear Vision and Value Proposition  Short Presentations  Answer 4 questions:  What Is It?  Who is it For?  Why Should I Care?  How will it make money?  Other Considerations  Prototype if at all possible  Demonstrate your affinity for the IP  Ensure pitch materials are IP and audience-appropriate  Be flexible but not wishy-washy The Pitch
  • 24.  Contracts  They suck and take a long time  Work may start before signed contract  Production  Make friends with your producer!  Prepare for the review process  Brand management  Creators  General bureaucratic gang bang  Deliver what you promise  Manage your time and budgets properly! You Got the Gig, Now What?
  • 25. And Here You Are!