brief history

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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 - PowerPoint PPT Presentation

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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 guyWorking in his bedroomCrashing at a friends apartmentFew living expensesTotally dedicated to his craft

Typical Indie…

NinjaBee is different

Still geeks but….

We Live in Utah

Combined age of 127

The 3 Company Owners are OLD!

I have 4 kids (two sets of twins)

We are married with children

My last set of twins cost over $1 Million…each

We need medical insurance

We sacrificed for a couple of years but…

now we need to make a profit to survive.

We want to make our own games and our own

success

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?

Not as good as independent work but it has advantages….

Contract Work

Earn money to support indie projects

Build technology Gain experience Make bigger games Build relationships

Why Contract Work?

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

I’ve pitched hundreds of games I’ve even had success

Pitching games

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!

Advice for all pitches

Ask questions first Keep it simple Opinions are formed quickly

Focus on visuals!!!!EVERYONE is influenced by visuals

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

Determining Budgets ?ScheduleTeam sizeAudioDevelopment kitsTestingESRBGeneral overheadProfit

Ranges

Man month rates

5K – 12K

Downloadable console budgets

250K – 1M

Publisher CalculationsCost of the game

- Network costs / Percentage- Developer Royalties - Testing- Submission Process- Producer / Staff costs

Compare with current sales numbers

Sample Super Rough Calculation

$10 game = $5 profit per game

50K copies = break-even on a 250K budget

100K copies = break-even on a 500K budget

Use images that look the way you envision the final game.

Fake screen shots!

Make a movie!!!

Demos are over-rated for selling a concept

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

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

History

Which Platform is Best?

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

We believe in the potential for PC

• We are revamping our website• We are making more PC games

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

iPhone

Problem: How to get the attention ofthis massive audience?

Whoever solves this problem wins!This could be you!

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…

We are trying again…

WiiWare

How to get attention from Wii owners?

• Many don’t even know what WiiWare is• Purchasing not simple

XLA Success• Outpost Kaloki = good

• Cloning Clyde = a little better

• Band of Bugs = not goodAvatar update ???

• A Kingdom for Keflings = amazing

XLA Trends

• Bigger and more expensive• Hit driven• Compete with AAA retail games• DLC - questionable

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

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

Young Indies Should…• 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

You won’t be young forever

Where NinjaBee is headed ?

Downloadable console games ARE the future!

We hope to lead the way inunexpected creativity!

There will always be room for small and creative developers.

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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