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Brief History

Wahoo founded in 2001 Created a demo Friend suggested downloadable Created NinjaBee Brand Completed a PC version MS told us about XLA. Brief History. Other Platforms. Young, single guy Working in his bedroom Crashing at a friends apartment Few living expenses

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Brief History

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  1. Wahoo founded in 2001 Created a demo Friend suggested downloadable Created NinjaBee Brand Completed a PC version MS told us about XLA Brief History

  2. Other Platforms

  3. Young, single guy Working in his bedroom Crashing at a friends apartment Few living expenses Totally dedicated to his craft Typical Indie…

  4. NinjaBee is different Still geeks but….

  5. We Live in Utah

  6. Combined age of 127 The 3 Company Owners are OLD!

  7. I have 4 kids (two sets of twins) We are married with children

  8. My last set of twins cost over $1 Million…each We need medical insurance

  9. We sacrificed for a couple of years but…now we need to make a profit to survive.

  10. We want to make our own games and our own success

  11. Budgets Milestones PM’s Consider marketability of games Larger Teams More games Diversity We are easy to work with We accept advice How do we stay profitable?

  12. Contract Work Not as good as independent work but it has advantages….

  13. Earn money to support indie projects Build technology Gain experience Make bigger games Build relationships Why Contract Work?

  14. Explore more ideas Lower risk Stability Build IP library Take advantage of marketing Focus testing

  15. I’ve pitched hundreds of games I’ve even had success Pitching games

  16. Pitching is not only for publishers but it’s also for investors, any outside funding or even getting your game approved on PSN or XLA You still might want to listen!

  17. Advice for all pitches Ask questions first Keep it simpleOpinions are formed quickly Focus on visuals!!!! EVERYONE is influenced by visuals

  18. Negotiation Advice Let them give you numbers firstDon’t count on royaltiesPlan for cancelationDon’t settle for a bad dealBe willing to say NOConsider man month costsPoor odds – 10 to 1

  19. Determining Budgets ? ScheduleTeam sizeAudioDevelopment kitsTestingESRBGeneral overheadProfit

  20. Ranges Man month rates 5K – 12KDownloadable console budgets 250K – 1M

  21. Publisher Calculations Cost of the game- Network costs / Percentage- Developer Royalties - Testing- Submission Process- Producer / Staff costsCompare with current sales numbers

  22. Sample Super Rough Calculation $10 game = $5 profit per game50K copies = break-even on a 250K budget100K copies = break-even on a 500K budget

  23. Use images that look the way you envision the final game. Fake screen shots!

  24. Make a movie!!! Demos are over-rated for selling a concept

  25. XLA Specific Everything changes MS goal = make XLA better Shoot higher than current games Broaden XLA portfolio Prove you can deliver

  26. Publisher Specific All about Risk!!!!! History is important Skills for that specific game Will your game sell? Genre History

  27. Which Platform is Best?

  28. PC • Don’t listen to me, we suck! • Our sales numbers are very low • Low traffic on our site • Our web site didn’t portray quality • No reason to come back • Bad portal deals • Retail deals super small • Poor Marketing • We haven't been on Steam - Yet

  29. We believe in the potential for PC • We are revamping our website • We are making more PC games

  30. iPhone • We still suck! • Our sales numbers are really low • VERY Crowded • Just Making a good game isn’t enough • We had high ratings but low sales

  31. iPhone Problem: How to get the attention of this massive audience? Whoever solves this problem wins! This could be you!

  32. WiiWare • Low number of sucessful games • Purchasing experience rough • No Trials – hard for new IP • Fewer potential customers • It takes more than just a good game • We have excuses but…

  33. We are trying again…

  34. WiiWare • How to get attention from Wii owners? • Many don’t even know what WiiWare is • Purchasing not simple

  35. XLA Success • Outpost Kaloki = good • Cloning Clyde = a little better • Band of Bugs = not good • Avatar update ??? • A Kingdom for Keflings = amazing

  36. XLA Trends • Bigger and more expensive • Hit driven • Compete with AAA retail games • DLC - questionable

  37. If you can’t get on XLA todaydon’t give up hope • Make games that get you closer to this goal. • Prove your abilities • Develop technology • Develop relationships

  38. XLA Suggestions • Make games the big boys are scared of making • $5 dollar market will return • Add personality • Use console features in an interesting way

  39. Young Indies Should… You won’t be young forever • Remember luck favors the prepared • Plan for long term goals • Make your mark while you can • Don’t waste time • Define who you are and go with it • Listen to feedback • Expect to grow and improve

  40. Where NinjaBee is headed ?

  41. Downloadable console games ARE the future! We hope to lead the way inunexpected creativity!There will always be room for small and creative developers.

  42. If your Young … think aboutwhat you want to be if you grow up Use your time wisely Set long term goals Take steps toward goals Plan for success but prepare for failure Do things you can build on

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