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Anyone Can Do It!. (but few do) Supposed Cost of Entry "EA has teams as large as 200 people or potentially as large as 300" - Scott Cronce, chief technology.

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Presentation on theme: "Anyone Can Do It!. (but few do) Supposed Cost of Entry "EA has teams as large as 200 people or potentially as large as 300" - Scott Cronce, chief technology."— Presentation transcript:

1 Anyone Can Do It!

2 (but few do)

3 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.

4 Don’t Believe Everything You Read

5 About Me John Passfield Founder of Interactive Binary Illusions, Gee Whiz! Entertainment, Krome Studios Creative Director, Pandemic Studios

6 Early Years

7 Chilly Willy First game published 1984 Team size: 1

8 Chilly Willy

9 Halloween Harry Second game published 1985 Team size: 1

10 Halloween Harry

11 Remade in 1993 Highest selling shareware game until the release of Doom Team size: 4

12 Halloween Harry

13 Flight of the Amazon Queen Published in 1994 Point and click graphic adventure Team size: 2.5

14 Flight of the Amazon Queen

15 Zombie Wars Published 1996 Sold on the internet (before our time) Team size: 4

16 Jaruu Tenk / Spirit Board Screen Operas published in 2000 Team size: 2

17 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 Rescue

18 Krome Years Produced titles for PSOne, Dreamcast, PS2, Xbox and PC Team size: 10 to 60+

19 Boom Time Developed for Palm Pilot in 2001 Team size: 1

20 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 myself

21 The Console Market PS2/Xbox require 50+ people PS3/Xbox360 require 100+ people Small developer dead, right?

22 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 be

23 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!

24 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 online

25 Bejeweled Failed advergaming product Released as “shareware” in 2001

26 Bejeweled 10,000,000 units sold to date That’s a lot of money Ushered in a whole new ball game… …the Casual Game

27 Things Are Looking Up The PC “Casual Games” market has saved independent developers 1-5 person teams are making money Happy times!

28 Example Casual Games Virtual Villagers Tumble Bugs Bookworm Dream Day Wedding Zuma Solitaire Monopoly Carrie the Caregiver

29 Mystery Case Files

30 Diner Dash

31 Peggle

32 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 development

33 fl0w Developed by Jenova Chen

34 fl0w Discovered by Sony Sold on the PS3 Network

35 Worms Developed by Team 17 in 1994 Xbox Live version in 2007 for $10

36 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”

37 Puzzle Quest Combination of Bejeweled and RPG

38 Puzzle Quest Appeals to core gamer

39 Little Big Planet Developed by Media Molecule To be published on PS3 PSN Team size: 14

40 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)

41 Word Shake

42 Developed with PopCap framework Used TryMedia’s ActiveMark DRM Used free tools

43 TOOLS

44 ArtRage 2

45 FREE – for limited edition USD $19.95 – full edition

46 Audacity

47 FREE

48 Visual C Express Edition

49 FREE

50 Pro Motion USD $29.95 – lite version

51 PopCap Framework FREE

52 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/

53 Here’s How I Used The Tools

54 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 Gordon

55 Brainiversity Brain Training style game 4 brain categories –Analysis –Math –Memory –Language 16 mini-games 8 stamp rewards

56 Check Out The Game

57 You Can Do It Too! Never been easier to make games Everyone has a PC Lots of talent out there –http://forums.indiegamer.com/http://forums.indiegamer.com/ Heaps of excellent free tools Huge market (millions of PC owners) Easy to distribute and monetize –http://www.trymedia.com/http://www.trymedia.com/

58 Questions and Answers All images are copyright © their respective owners. Talk is copyright © 2007 by John Passfield.


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