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Mobile games. Progressive Media ApS Niels Jernes Vej 10 9220 Aalborg Ø Denmark Tel + 45 29915999 Web: Http://www.progressivemedia.dk Email: contact@progressivemedia.dk. About. Progressive Media develops games and online services for mobile devices and game consoles.
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Mobile games Progressive Media ApSNiels Jernes Vej 109220 Aalborg ØDenmarkTel + 45 29915999Web: Http://www.progressivemedia.dkEmail: contact@progressivemedia.dk
About Progressive Media develops games and online services for mobile devices and game consoles. Company founded in 2002. Brought products to market as a ”virtual”/hobbyist company. Initial efforts in securing funding fruitless. Emerging market; no success-stories (except perhaps those in the making – but what good are they), no patents, no collateral.Plan B: Make money. Attract investment later (or not).January 1st 2005, offices were set up at Novi Sciencepark. Three partners employed.9 employees today, new downtown Aalborg offices from May 1st. Full steam ahead.
Position Proven game developer • Has brought high quality games for both low-end and high-end mobile phones to the international market. Significant technology experience • Has developed 2D and 3D J2ME, Mophun and Symbian games, with development/testing of games across more than 70 different handsets from all major manufacturers. • Works with several leading 3D chipset manufacturers. Console development experience • Key staff members have worked with Playstation 2, Gameboy Advance and Nintendo 64 productions. Progressive Media is also licensed for development on Microsoft Xbox, Nintendo Gamecube, Nintendo DS & Gameboy Advance. Experience bringing licenses to mobile platforms • Audi, Team CSC, BombJack, and more.
Products & customers Development of original IP and games • Products based on own ideas and content. Development of games for IP holders • Work-for-hire type projects, typically performed for game publishers and hardware manufacturers. Distribution services • Development and hosting of managed mobile content delivery services. Customers • Publishers • Hardware manufacturers • Telcos • Portals • Aggregators
Mobile games - A bit of history • 1997Nokia releases the 6600 series phone, including “Snake”. • 1999Sun releases J2ME, Java 2 Micro Edition. Sluggish performance, monocrome screens. • 2000Wap flops. Over The Air delivery of content doomed? • 2003Multimedia features start driving mainstream handset sales; ringtones and colordisplays are hot. Performance improves, so does the quality of downloadable games. Market potential unknown, no-one is profitable. • 2004Liftoff. Consumers buy, handset manufacturers and operators focus, major brands and players appear on stage.
The market today, tomorrow Global mobile phone games market estimated worth EUR 2bn (DKR 15bn) today, estimated growth to EUR 10bn (DKR >70bn) by 2010 [Informa Telecoms and Media]Since 1999, the mobile games market has attracted €327m worth of funding, 56% of which was raised during 2004 [Screen Digest].First major consolidation round complete, top publishers are picking up key developers and smaller publishers. EA is here. (USD$680m takeover of leading publisher Jamdat).
The market today, tomorrow “Computerspil i videns- og oplevelsesøkonomien Den Danske spilbranches økonomiske og kreative vækstmuligheder” (Støttet af Kulturministeriet og Økonomi- og Erhvervsministeriet)
Who’s buying? • Youth market is the fastest growing sector of the mobile entertainment industry, with 29% of 16-24 year olds using their phone as a gaming device. • Almost 16% of phone owners regularly use their mobiles to play games. • This rises to 29% amongst the more gaming and content-savvy 16-24 age group. • Gaming is the fourth most popular activity people use their phones for, behind voice calls, texting and taking photographs. • 5.8% of all UK adults have purchased a mobile game for their phone at some time. • 19% of 16-24 year olds have purchased games for their handset. That's double the number of people who have downloaded a game amongst users aged 25-34.
Who’s buying? • The 16-24 age group is the most content-savvy, making more use of a phone's high end functions and multimedia capabilities than any other age group. • 36% of 16-24 year olds plan to buy the same or more mobile entertainment in 2006, and 23% are hoping to upgrade their handsets this Christmas. • Price is the most important consideration for 62% of consumers when choosing entertainment content. • Further to this, 79% of consumers have never paid more than £4 for mobile entertainment content. 16% have paid a maximum of £7; 1.5% up to £10; and 4% more than £10. • Only 12% of consumers are encouraged to buy entertainment content because of an attached brand. This increases to 25% of 16-24 year olds.
Who’s buying? • The look and feel of content was the second most important factor for consumers when choosing content. Almost 22% put this as a reason for choosing content, rising to 27% of 25-34 year olds and 35% of 16-24 year olds.
The good Lots of consoles Gaming capable handsets in the market today: 600m. Estimated by 2009: 2.4bn (Playstation 2 sales worldwide, ~90m units total in a period of 5 years). New handsets = almost console quality gfx. (3D) Instant over the air content delivery No retail. No boxes. Product delivered and installed in 1 minute. Billing WORKS! (as opposed to almost any other software product). Europe = PSMS (premium SMS) and direct billing. US = direct billing. Jap = iMode Always on No need for additional hardware/software to go online. Play against anyone anywhere. Market = world. Write once, sell everywhere.
The bad & ugly • Device fragmentation • No (..well, not enough) focus on multimedia performance • Write once, run anywhere? Blah. Write once, debug everywhere. • Ergonomics • Carrier / operator fragmentation (100+ major operators worldwide) • Storage and ram restrictions • WAP settings (required for any OTA delivery. Double Argh!) • Impressive handset lifetime (make them break after 6 months. Please!) • Forget about Flash for the near future.. (potential hybris)
The Munsters Pinball The Munsters Pinball Best-of-breed mobile pinball game • 3 tables, great physics & realistic ball movement. Target platforms: • 156 J2ME handsets, high- as well as lowend. 9 languages. 1000+ SKUs. Other details • Built on the Universal Studios sitcom “The Munsters”, Hollywood motion picture scheduled for 2006.
Wallbreaker Reloaded Wallbreaker Reloaded- The Diamond of Zorg Breakout and much more • Deep story, 50 rounds, bonus rounds, checkpoint rounds, lots of effects and powerups. Target platforms: • 175 J2ME handsets, high- as well as lowend. 9 languages. 1500+ SKUs. Other details • Follow-up to one of the most successful brands to grace the mobile phones (WB1 sales >9m units).]
Fatal Arena Fatal Arena High-end mobile multiplayer fighting game in full 3D • Inspired by the Virtua Fighter / Tekken fighting genre. Target platforms: • Nokia Series 60 devices, wireless devices with similar or better specs. • Broadcom BCM2702 low-power high performance multimedia chip-based handsets. Other details • Currently a leading mobile 3D fighting game: 5 fighters, multiple arenas, multiplayer over Bluetooth, mini-games, in-game use of camera, beautiful animations.
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BombJack Arcade-action game • The official “Mophun” platform version of the 80’s coin-up classic. Target platform(s): • SonyEricsson T3XX- and X6XX-series. • Developed in C. Other details: • 64 levels of arcade-action, 5 different enemies. • Pixel perfect conversion of true old-school action, crammed into 64kb. Original game regarded by many as the best coin-up machine ever, SonyEricsson version similar or better in all areas.
SheepMania Casual puzzle game • An original title - Cute sheep-based puzzle-game, inspired by “Sokoban”. Target platform(s): • Mophun (SonyEricsson T3XX- and X6XX-series). • J2ME (Nokia S30, S40, S60), Siemens (S55), Motorola (T700), Samsung (EX00). Other details: • Successful on Mophun and J2ME platforms. • Carried by Jamba, Cingular, Vodafone, Orange, Amena, Telefonica, TDC, Sonofon, and many more.