brief history
Post on 22-Feb-2016
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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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