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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Page 1: Brief History
Page 2: Brief History

Wahoo founded in 2001 Created a demo Friend suggested

downloadable Created NinjaBee Brand Completed a PC version MS told us about XLA

Brief History

Page 3: Brief History
Page 4: Brief History

Other Platforms

Page 5: Brief History

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

Typical Indie…

Page 6: Brief History

NinjaBee is different

Still geeks but….

Page 7: Brief History

We Live in Utah

Page 8: Brief History

Combined age of 127

The 3 Company Owners are OLD!

Page 9: Brief History

I have 4 kids (two sets of twins)

We are married with children

Page 10: Brief History

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

We need medical insurance

Page 11: Brief History

We sacrificed for a couple of years but…

now we need to make a profit to survive.

Page 12: Brief History

We want to make our own games and our own

success

Page 13: Brief History

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?

Page 14: Brief History

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

Contract Work

Page 15: Brief History

Earn money to support indie projects

Build technology Gain experience Make bigger games Build relationships

Why Contract Work?

Page 16: Brief History

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

Page 17: Brief History

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

Pitching games

Page 18: Brief History

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!

Page 19: Brief History

Advice for all pitches

Ask questions first Keep it simple Opinions are formed quickly

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

Page 20: Brief History

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

Page 21: Brief History

Determining Budgets ?ScheduleTeam sizeAudioDevelopment kitsTestingESRBGeneral overheadProfit

Page 22: Brief History

Ranges

Man month rates

5K – 12K

Downloadable console budgets

250K – 1M

Page 23: Brief History

Publisher CalculationsCost of the game

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

Compare with current sales numbers

Page 24: Brief History

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

Page 25: Brief History

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

Fake screen shots!

Page 26: Brief History

Make a movie!!!

Demos are over-rated for selling a concept

Page 27: Brief History

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

Page 28: Brief History

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

History

Page 29: Brief History

Which Platform is Best?

Page 30: Brief History

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

Page 31: Brief History

We believe in the potential for PC

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

Page 32: Brief History

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

Page 33: Brief History

iPhone

Problem: How to get the attention ofthis massive audience?

Whoever solves this problem wins!This could be you!

Page 34: Brief History

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…

Page 35: Brief History

We are trying again…

Page 36: Brief History

WiiWare

How to get attention from Wii owners?

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

Page 37: Brief History

XLA Success• Outpost Kaloki = good

• Cloning Clyde = a little better

• Band of Bugs = not goodAvatar update ???

• A Kingdom for Keflings = amazing

Page 38: Brief History

XLA Trends

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

Page 39: Brief History

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

Page 40: Brief History

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

Page 41: Brief History

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

Page 42: Brief History

Where NinjaBee is headed ?

Page 43: Brief History

Downloadable console games ARE the future!

We hope to lead the way inunexpected creativity!

There will always be room for small and creative developers.

Page 44: Brief History

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