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:
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.
Zombie Wars Published 1996 Sold on the internet (before our time) Team size: 4
Jaruu Tenk / Spirit Board Screen Operas published in 2000 Team size: 2
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
Krome Years Produced titles for PSOne, Dreamcast, PS2, Xbox and PC Team size: 10 to 60+
Boom Time Developed for Palm Pilot in 2001 Team size: 1
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
The Console Market PS2/Xbox require 50+ people PS3/Xbox360 require 100+ people Small developer dead, right?
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
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 In the 2000’s the web exploded People could download demos Digital Rights Management curbed piracy People not nervous about using credit cards online
Bejeweled Failed advergaming product Released as “shareware” in 2001
Bejeweled 10,000,000 units sold to date That’s a lot of money Ushered in a whole new ball game… …the Casual Game
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 Virtual Villagers Tumble Bugs Bookworm Dream Day Wedding Zuma Solitaire Monopoly Carrie the Caregiver
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/