infectonator survivors - a journey from flash to steam

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A JOURNEY FROM FLASH TO A JOURNEY FROM FLASH TO STEAM STEAM GAME DEV GATHERING 2014 GAME DEV GATHERING 2014 BY KRIS ANTONI BY KRIS ANTONI

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Infectonator

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  • A JOURNEY FROM FLASH TO STEAMGAME DEV GATHERING 2014BY KRIS ANTONI

  • AgendaA Little IntroductionGame OverviewBackgroundDevelopment PhaseRelease PhaseLessons LearnedConclusions

  • About MeKris Antoni HadiputraCEO & Co-Founder of Toge ProductionsIGDA Jakarta Chapter Coordinator

    Role in Infectonator : SurvivorsGame DesignerArt DirectorProgrammer

  • The STEAM Dream75 Mil active users Hardcore & RoyalL337 developers only

  • HOW IT STARTED - FLASH OF IDEAS

  • How It Started - Infectonator Series

  • How It Started Taking Infectonator to the next level Early Concepts:TacticalShooterStrategySimulationMobile friendly

    Surviving the Infectonator Universe

  • Game Design: ObjectiveHow do we do it: mix everything we like with a bit of trial and errorGoalsFun & AddictiveHighly Replay-ableDeep & EngagingChallengingMemorable

  • Game Design: Inspirations

  • What is it?Infectonator : Survivors is Randomized Permadeath Survival SimulationFun & Addictive Fast Paced SurvivalHighly Replay-able Randomized Deep & Engaging Simulation MechanicsChallenging Permadeath Memorable Personal ExperienceCombines RTS, TD, Squad Tactics, Sim-Management, Roguelike

  • How Do We Do It: Steam GreenlightDrive traffic from FB & Twitter to Steam pageDrive traffic from Flash version to Steam pageReceived great feedback from users

  • Greenlit in 5 Days

  • DEVELOPMENT BOILING PROCESS

  • DevelopmentTools Flash AS3 + StarlingMultiplatform target Web, Desktop, MobileCore team 1 Programmer, 3 ArtistsDev time Target: 4 months Actual: 2 years and counting

  • Development - ChallengesGame Controls Figuring out the right control scheme for multiple devicesScreen Resolution Figuring the right UI/UX/LayoutPerformance Delivering stable 60 FPS across multiple platformsFunding Supporting the dev team

  • Development - ChallengesScreen Resolution

  • Development - TimelineConceptNovember 2012Alpha 1March May 2013Alpha 2December 2013GDC 2013CasCon Asia 2013GamejoltPrototype Internal TestChristmas Version Armor Games $10K SponsorshipAlpha 3January 2014Steam GreenlightAlpha 4 etcSteam Early AccessFundingCrowdfunding? Kickstarter? Indiegogo?SponsorshipSteam Early Access

  • Armor Games Christmas EditionRating 8.8/10Over 1 million Gameplay

  • EARLY ACCESS RELEASE STEAMY GREENLIGHT

  • Why Steam Early Access?PC (Premium) vs Mobile (Freemium) mentalityStart Selling and Continue DevelopmentLet players join the dev processFreedom to Experiment

  • Result So Far: Steam Early AccessReleased 14 April 2014 (14-04-14)Sold at $12.99 with 25% Launch PromoAlmost no marketingSold 1000 copies on 1st day45/50 Positive ReviewsPermitted to use L4D characters from Valve

  • Sales GraphEarly Access Launch 14.4.14 LaunchLaunch Sale EndedNewgroundsSteam Halloween Sale

  • Sales GraphViral demo impacts salesNewgroundsSteam Halloween Sale

  • Sales Distribution

  • Lessons LearnedWhat we did rightStay in touch with early adoptersMaintain regular updatesCross promote with viral Flash versionMobile in mind from the startControl MechanicsResolutionTechnical LimitationsAGILE Development with Deliverable Milestones

  • Lessons LearnedWhat we need to improveNot to rely too much on Facebook fan pageAvoid confusion between paid version with free Flash versionNot to release the game with old trailer video

  • ConclusionsSteam is not the final destinationBuild your fan baseKeep in touch with your early adoptersLeverage using Flash game portalsClearly state free web-version as DemoBe AGILE and have target milestones

  • Thank youKris Antoni Hadiputra, CEO & Co-FounderE-mail [email protected] @kerissakti