logging in or signing up 2007 GameOn Rafael Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 63 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: November 06, 2007 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Anyone Can Do It!: Anyone Can Do It!(but few do): (but few do)Supposed Cost of Entry: Supposed Cost of Entry "EA has teams as large as 200 people or potentially as large as 300" - Scott Cronce, chief technology officer at games giant, EA. (May 2005) “With the bill for some big budget games now reaching $10m, producers are facing costs of up to $20m a title.” - BBC News (May 2005) It looks like the PS3 and Xbox360 marks the end of the independent developer. Don’t Believe Everything You Read: Don’t Believe Everything You ReadAbout Me: About Me John Passfield Founder of Interactive Binary Illusions, Gee Whiz! Entertainment, Krome Studios Creative Director, Pandemic Studios Early Years: Early YearsChilly Willy: Chilly Willy First game published 1984 Team size: 1Chilly Willy: Chilly WillyHalloween Harry: Halloween Harry Second game published 1985 Team size: 1Halloween Harry: Halloween HarryHalloween Harry: Halloween Harry Remade in 1993 Highest selling shareware game until the release of Doom Team size: 4Halloween Harry: Halloween HarryFlight of the Amazon Queen: Flight of the Amazon Queen Published in 1994 Point and click graphic adventure Team size: 2.5Flight of the Amazon Queen: Flight of the Amazon QueenZombie Wars: Zombie Wars Published 1996 Sold on the internet (before our time) Team size: 4Jaruu Tenk / Spirit Board: Jaruu Tenk / Spirit Board Screen Operas published in 2000 Team size: 2Krome Years: Krome Years Championship Surfer Barbie Beach Vacation Extremely Goofy Skateboarding Sunny Garcia Surfing Barbie’s Sparkling Ice Show TY the Tasmanian Tiger Jimmy Neutron: Jet Fusion King Arthur TY the Tasmanian Tiger 2: Bush RescueKrome Years: Krome Years Produced titles for PSOne, Dreamcast, PS2, Xbox and PC Team size: 10 to 60+Boom Time: Boom Time Developed for Palm Pilot in 2001 Team size: 1After Krome: After Krome Sold share of the company in 2005 Joined Pandemic Studios Worked on Destroy All Humans! 2 Working on new Pandemic game Developing small games for myselfThe Console Market: The Console Market PS2/Xbox require 50+ people PS3/Xbox360 require 100+ people Small developer dead, right?Movie Analogy: Movie Analogy Current console thinking is: Games = Pirates of the Caribbean But not all movies are Bruckheimer blockbusters Sideways, Napoleon Dynamite, Borat Need to change your thinking about what a game is and can beLooking Back: Looking Back Shareware was successful But had restrictions Internet was in infancy People had to order over phone/by mail Demos required retail versions A lot of work!Things Have Changed: Things Have Changed In the 2000’s the web exploded People could download demos Digital Rights Management curbed piracy People not nervous about using credit cards onlineBejeweled: Bejeweled Failed advergaming product Released as “shareware” in 2001Bejeweled: Bejeweled 10,000,000 units sold to date That’s a lot of money Ushered in a whole new ball game… …the Casual GameThings Are Looking Up: Things Are Looking Up The PC “Casual Games” market has saved independent developers 1-5 person teams are making money Happy times!Example Casual Games: Example Casual Games Virtual Villagers Tumble Bugs Bookworm Dream Day Wedding Zuma Solitaire Monopoly Carrie the CaregiverMystery Case Files: Mystery Case FilesDiner Dash: Diner DashPeggle: PeggleNot Just PC: Not Just PC The console market has discovered “casual games” PSN for PS3, Xbox Live Arcade for Xbox360 and Virtual Console for Wii Independent developers aren’t locked out of console developmentfl0w: fl0w Developed by Jenova Chen fl0w: fl0w Discovered by Sony Sold on the PS3 NetworkWorms: Worms Developed by Team 17 in 1994 Xbox Live version in 2007 for $10Puzzle Quest: Puzzle Quest Developed in Australia Available on PC, DS and PSP Merges Casual Game and Core Game play mechanics This caters to a new category I call “Gamer Dads”Puzzle Quest: Puzzle Quest Combination of Bejeweled and RPGPuzzle Quest: Puzzle Quest Appeals to core gamer Little Big Planet: Little Big Planet Developed by Media Molecule To be published on PS3 PSN Team size: 14Word Shake Experiment: Word Shake Experiment Wanted to see how hard it was today Simple word game Began in 2004, shipped in 2005 Team size: 1 (plus art contractor)Word Shake: Word ShakeWord Shake: Word Shake Developed with PopCap framework Used TryMedia’s ActiveMark DRM Used free tools TOOLS: TOOLSArtRage 2: ArtRage 2ArtRage 2: ArtRage 2 FREE – for limited edition USD $19.95 – full edition http://www.ambientdesign.com/artrage.htmlAudacity: AudacityAudacity: Audacity FREE http://audacity.sourceforge.net/Visual C++ 2005Express Edition: Visual C++ 2005 Express EditionVisual C++ 2005Express Edition: Visual C++ 2005 Express Edition FREE http://msdn.microsoft.com/vstudio/express/visualc/Pro Motion: Pro Motion USD $29.95 – lite version http://www.cosmigo.com/promotion/PopCap Framework: PopCap Framework FREE http://developer.popcap.com/Alternative Frameworks: Alternative Frameworks Play Ground SDK (FREE) https://developer.playfirst.com/overview Irrlicht (FREE) http://irrlicht.sourceforge.net/ Blitz3D ($100) / Blitz Max ($80) http://blitzbasic.com/ Torque Engine ($150) http://www.garagegames.com/ Ogre3D (FREE) http://www.ogre3d.org/Here’s How I Used The Tools: Here’s How I Used The ToolsBrainiversity: Brainiversity PopCap framework Began November 2006 Less than 6 months development Developed nightly during “TV time” Signed to Oberon Media Team size: 1 With music by Mick GordonBrainiversity: Brainiversity Brain Training style game 4 brain categories Analysis Math Memory Language 16 mini-games 8 stamp rewardsCheck Out The Game: Check Out The GameYou Can Do It Too!: You Can Do It Too! Never been easier to make games Everyone has a PC Lots of talent out there http://forums.indiegamer.com/ Heaps of excellent free tools Huge market (millions of PC owners) Easy to distribute and monetize http://www.trymedia.com/Questions and Answersjohn@passfieldgames.comAll images are copyright © their respective owners.Talk is copyright © 2007 by John Passfield.: Questions and Answers john@passfieldgames.com All images are copyright © their respective owners. Talk is copyright © 2007 by John Passfield. You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
2007 GameOn Rafael Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINTLite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 63 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: November 06, 2007 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Anyone Can Do It!: Anyone Can Do It!(but few do): (but few do)Supposed Cost of Entry: Supposed Cost of Entry "EA has teams as large as 200 people or potentially as large as 300" - Scott Cronce, chief technology officer at games giant, EA. (May 2005) “With the bill for some big budget games now reaching $10m, producers are facing costs of up to $20m a title.” - BBC News (May 2005) It looks like the PS3 and Xbox360 marks the end of the independent developer. Don’t Believe Everything You Read: Don’t Believe Everything You ReadAbout Me: About Me John Passfield Founder of Interactive Binary Illusions, Gee Whiz! Entertainment, Krome Studios Creative Director, Pandemic Studios Early Years: Early YearsChilly Willy: Chilly Willy First game published 1984 Team size: 1Chilly Willy: Chilly WillyHalloween Harry: Halloween Harry Second game published 1985 Team size: 1Halloween Harry: Halloween HarryHalloween Harry: Halloween Harry Remade in 1993 Highest selling shareware game until the release of Doom Team size: 4Halloween Harry: Halloween HarryFlight of the Amazon Queen: Flight of the Amazon Queen Published in 1994 Point and click graphic adventure Team size: 2.5Flight of the Amazon Queen: Flight of the Amazon QueenZombie Wars: Zombie Wars Published 1996 Sold on the internet (before our time) Team size: 4Jaruu Tenk / Spirit Board: Jaruu Tenk / Spirit Board Screen Operas published in 2000 Team size: 2Krome Years: Krome Years Championship Surfer Barbie Beach Vacation Extremely Goofy Skateboarding Sunny Garcia Surfing Barbie’s Sparkling Ice Show TY the Tasmanian Tiger Jimmy Neutron: Jet Fusion King Arthur TY the Tasmanian Tiger 2: Bush RescueKrome Years: Krome Years Produced titles for PSOne, Dreamcast, PS2, Xbox and PC Team size: 10 to 60+Boom Time: Boom Time Developed for Palm Pilot in 2001 Team size: 1After Krome: After Krome Sold share of the company in 2005 Joined Pandemic Studios Worked on Destroy All Humans! 2 Working on new Pandemic game Developing small games for myselfThe Console Market: The Console Market PS2/Xbox require 50+ people PS3/Xbox360 require 100+ people Small developer dead, right?Movie Analogy: Movie Analogy Current console thinking is: Games = Pirates of the Caribbean But not all movies are Bruckheimer blockbusters Sideways, Napoleon Dynamite, Borat Need to change your thinking about what a game is and can beLooking Back: Looking Back Shareware was successful But had restrictions Internet was in infancy People had to order over phone/by mail Demos required retail versions A lot of work!Things Have Changed: Things Have Changed In the 2000’s the web exploded People could download demos Digital Rights Management curbed piracy People not nervous about using credit cards onlineBejeweled: Bejeweled Failed advergaming product Released as “shareware” in 2001Bejeweled: Bejeweled 10,000,000 units sold to date That’s a lot of money Ushered in a whole new ball game… …the Casual GameThings Are Looking Up: Things Are Looking Up The PC “Casual Games” market has saved independent developers 1-5 person teams are making money Happy times!Example Casual Games: Example Casual Games Virtual Villagers Tumble Bugs Bookworm Dream Day Wedding Zuma Solitaire Monopoly Carrie the CaregiverMystery Case Files: Mystery Case FilesDiner Dash: Diner DashPeggle: PeggleNot Just PC: Not Just PC The console market has discovered “casual games” PSN for PS3, Xbox Live Arcade for Xbox360 and Virtual Console for Wii Independent developers aren’t locked out of console developmentfl0w: fl0w Developed by Jenova Chen fl0w: fl0w Discovered by Sony Sold on the PS3 NetworkWorms: Worms Developed by Team 17 in 1994 Xbox Live version in 2007 for $10Puzzle Quest: Puzzle Quest Developed in Australia Available on PC, DS and PSP Merges Casual Game and Core Game play mechanics This caters to a new category I call “Gamer Dads”Puzzle Quest: Puzzle Quest Combination of Bejeweled and RPGPuzzle Quest: Puzzle Quest Appeals to core gamer Little Big Planet: Little Big Planet Developed by Media Molecule To be published on PS3 PSN Team size: 14Word Shake Experiment: Word Shake Experiment Wanted to see how hard it was today Simple word game Began in 2004, shipped in 2005 Team size: 1 (plus art contractor)Word Shake: Word ShakeWord Shake: Word Shake Developed with PopCap framework Used TryMedia’s ActiveMark DRM Used free tools TOOLS: TOOLSArtRage 2: ArtRage 2ArtRage 2: ArtRage 2 FREE – for limited edition USD $19.95 – full edition http://www.ambientdesign.com/artrage.htmlAudacity: AudacityAudacity: Audacity FREE http://audacity.sourceforge.net/Visual C++ 2005Express Edition: Visual C++ 2005 Express EditionVisual C++ 2005Express Edition: Visual C++ 2005 Express Edition FREE http://msdn.microsoft.com/vstudio/express/visualc/Pro Motion: Pro Motion USD $29.95 – lite version http://www.cosmigo.com/promotion/PopCap Framework: PopCap Framework FREE http://developer.popcap.com/Alternative Frameworks: Alternative Frameworks Play Ground SDK (FREE) https://developer.playfirst.com/overview Irrlicht (FREE) http://irrlicht.sourceforge.net/ Blitz3D ($100) / Blitz Max ($80) http://blitzbasic.com/ Torque Engine ($150) http://www.garagegames.com/ Ogre3D (FREE) http://www.ogre3d.org/Here’s How I Used The Tools: Here’s How I Used The ToolsBrainiversity: Brainiversity PopCap framework Began November 2006 Less than 6 months development Developed nightly during “TV time” Signed to Oberon Media Team size: 1 With music by Mick GordonBrainiversity: Brainiversity Brain Training style game 4 brain categories Analysis Math Memory Language 16 mini-games 8 stamp rewardsCheck Out The Game: Check Out The GameYou Can Do It Too!: You Can Do It Too! Never been easier to make games Everyone has a PC Lots of talent out there http://forums.indiegamer.com/ Heaps of excellent free tools Huge market (millions of PC owners) Easy to distribute and monetize http://www.trymedia.com/Questions and Answersjohn@passfieldgames.comAll images are copyright © their respective owners.Talk is copyright © 2007 by John Passfield.: Questions and Answers john@passfieldgames.com All images are copyright © their respective owners. Talk is copyright © 2007 by John Passfield.