game business development

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Presentation given at ITU (May09)

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Page 1: Game Business Development

Game Business Development[[email protected]]

Picture: flickr

Page 2: Game Business Development

Game development not only fancy design

• It is also about Business:

Getting a job, making a product (game), pitching, getting funding, putting the game out and getting publicity (buzzing, creating hype, networking, marketing…)

Page 3: Game Business Development

Focus of the presentation

Business parameters

Concept design

Game design / technical design

Implementation

First playable phase Beta

Release Post-release activities

Marketing

Page 4: Game Business Development

Take aways

• Adjust goals – follow up, have plan B• Utilize tools and market data (lots of free

stuff available!)• Buzz part of development process• Branding potential• Process & communication• 5 action points

Page 5: Game Business Development

The FUN of BizDev!

• But you just want to keep it small and cosy?

• Still you SHOULD think about business because small business is business too

• “Strategize, design, research & analyze”

Page 6: Game Business Development

Business development means…

• Implementation of strategic biz plan• Planning • Understanding the big picture• Decision making (partnering, marketing,

public relations, branding…)

Page 7: Game Business Development

Why business planning matters?

• Have the job done• How to stand out• Success in team-based business is about

being a good facilitator• You do not need a business development

department for this

Page 8: Game Business Development

bottlenecks

Page 9: Game Business Development

Stop whining!

• (Often) money or execution is not the problem but communication

• Bottleneck is not the problem – current process does not work

• Start from your comfort zone• Keep in mind the whole process• Think alternatives (you’ll need them!)• Get a mentor

Page 10: Game Business Development

How to do the trick?

Page 11: Game Business Development

Idea Product

Development

Page 12: Game Business Development

Product B

Idea Product

Development

Page 13: Game Business Development

Product B

Idea Product

Development

Page 14: Game Business Development

Product B

Idea Product

DevelopmentIn-house

Partner

subc

subc

subc

Page 15: Game Business Development

Communication & convinsing

• Business development is team work• Define and share main and sub-goals• Bond necessity with potential• Pull the whole thing together without

getting stuck with one (e.g. tech) or another (e.g. marketing)

• Scale up and down when needed

Page 16: Game Business Development

Managing the triangle

Budget

On time

High-Quality / Feature rich Source: Eric Bethke

Ideation /

Innovation /

Research

Development /

Marketing

Page 17: Game Business Development

Budget

On time

High-Quality / Feature rich

The Sims

Diablo

Baldur’s Gate

Starfleet Command

QuakeUO

Dropout games

(no goals satisfactory achieved)

Source: Eric Bethke

Managing the triangle

Page 18: Game Business Development

Business valuesellingTCO/ ROI

Feature &Function vs.price

Technicalchallenges

Businesschallenges

User Technical

Economic

Innovation

Page 19: Game Business Development

Business valuesellingTCO/ ROI

User Technical

Economic

Innovation

Technicalchallenges

Businesschallenges

Feature &Function vs.price

Areas for Improvement

Page 20: Game Business Development

tools

• Just like in game development, business development is also about tools & elements

• Depends on the type of game, platform etc.

• ”90% resources spent on wrong things”

• Right fit

Page 21: Game Business Development
Page 22: Game Business Development
Page 23: Game Business Development

Lego wow experience

Page 24: Game Business Development
Page 25: Game Business Development

Puzzle pirate registrations

Page 26: Game Business Development

But but’s

Page 27: Game Business Development

• Development process

• Branding

• Target group

• Goals or changing them

• It is not my company

• Buzz / pitch (often)

• Assessments of marketing

opportunities and target

markets

• Intelligence gathering on

customers and competitors

• Leads for possible sales

• Follow ups

• Business model / design…

Page 28: Game Business Development

we utilize Scrum!

• We do sprints – not planning• No magic potion• Scrum supports business value driven

sw process • Steering real-time, make trade offs time-

features-quality-cost

Page 29: Game Business Development

just the type of a game i would love to play!

• Buyers are not necessarily gamers

• They might have no any idea of a game structure, mechanics, interaction…

• How to communicate with illiterate?

Page 30: Game Business Development

8 kinds of fun

SensationGame as sense-pleasure

FantasyGame as make-believe

NarrativeGame as unfolding story

ChallengeGame as obstacle course

FellowshipGame as social

framework

DiscoveryGame as uncharted

territory

ExpressionGame as soap box

SubmissionGame as mindless

pastime

Source: Marc LeBlanc

Page 31: Game Business Development

”they will come!”

• The art of pitching (ser Guy Kawasaki)

• 10-20-30 rule

• Tweet, retweet, get ranked, rated, listed, interviewed …

Page 32: Game Business Development

Buzz

Page 33: Game Business Development

The End ≠ beginning

• Numerous examples where the beginning was something else than the final product

• Coincidence vs. luck vs. planning• Don’t fell in love with your idea (too

much)• Get to know potential customers• Try to remain flexible• It is ok to do things differently

Page 34: Game Business Development

It is not my company!

• Independent• Big publishers• Network• Are you hoping to make economical

success or something else?• All mentioned will affect the process &

commitment

Page 35: Game Business Development

Learn from the others

• Don’t waste your time in redoing things or doing things wrong

• Learn from others (create buzz and network) e.g. http://jussilaakkonen.wordpress.com/, http://startuplessonslearned.blogspot.com/, Twitter feed, Gogogic (Iceland) efficiently utilizing FB

Page 36: Game Business Development

Collective creativity

• Suck it all in (open innovation model)• Crowdsource the players (collective

creativity)

Page 37: Game Business Development

this will be the best game ever!

• Branding: utilizing social networks

• Visibility = quality

Valuable post or design = more links = more visibility = better quality (game experience)

Page 38: Game Business Development

Disciplines

1. Differentiate (who are you, why are you?)2. Collaborate (one stop shop, score card, brand

agency, integrated marketing team)3. Innovate (never same thing, zigzag-model)4. Validate (audience in creative process)5. Cultivate (business is a process), pattern of

behavior, brands = people

Source: Marty Neumeier: on branding

Page 39: Game Business Development

ALL SET!

…or… not!

Page 40: Game Business Development

PROBLEMS!!!

Page 41: Game Business Development

When all fails

• Learn to appreciate the resolution – to better understand the problem

• Learn from failures and differentiate• Failure is a very important event in

the creation of knowledge

Page 42: Game Business Development

Lessons (i’ve) learned

• Moderate team building• Funding: have plans, have second plans• Balancing!• In times like this – tools become very

relevant• How to change direction• Polish the core

Page 43: Game Business Development

10 famous product failures

Page 44: Game Business Development

Plan b’s

• Come up with plan B (and C)• Build up a total picture• Definition of done

Page 45: Game Business Development

Burnout Paradise

Codename: Bogart

Codename: Cagney

Bikes pack

Trophies pack

Burnout 1.6

Premium DownloadableParty packLegendary CarsToy carsBoost SpecialsBig Surf IslandCops and robbers

Page 46: Game Business Development

Little Big Planet

Game brandsKnown Figures

User generated

Page 47: Game Business Development

8 factors in business development

1. Expectations & feedback2. Tools & resources3. Consequences & incentives4. Skill & knowledge5. Selection & assignment6. Motives & preferences7. Resilience & directed action8. The game plan & success mind

Inspired by: Professional Services Marketing, co-authored by Mike Schultz and John Doerr

Page 48: Game Business Development

SpiN

Page 49: Game Business Development

SpiN

1. Technology-driven (expectations, resources, incentives, success mind)

2. Started from a test case3. Publisher: ”Not going to work, women

don’t get 3D” (feedback, skill & knowlege)

4. Company focused on 3D technology skills

5. Generating buzz (trailers, discussions etc.)

Page 50: Game Business Development

Little big planet

Page 51: Game Business Development

Little big planet

1. Idea-driven (Expectations & feedback, Skill & knowledge, Selection & assignment)

2. Participation – all can design games (Tools & resources)

3. Tools for players (The game plan & success mind, directed action)

Page 52: Game Business Development

Braid

Page 53: Game Business Development

Braid

1. Indie, enthusiasm-driven2. No clear business consideration at the

beginning, no extra marketing needed, community buzzed about the game and publishers contacted (Skill & knowledge, Motives & preferences, Resilience & directed action)

Page 54: Game Business Development

Guppylife

Page 55: Game Business Development

Guppylife

1. Business-driven (Resilience & directed action, the game plan & success mind)

2. Brand development3. Buzzing inside the community via friend

networks4. Feedback from a focus group

(Expectations & feedback)

5. Own technology development (Skill & knowledge)

Page 56: Game Business Development

Watch out for 5 things

1. Balance2. What you deliver is not what they

get3. Prioritize and keep in control4. Communicate!5. Remember agility

Page 57: Game Business Development

That’s all folks!

Twitter: [email protected]