“walk in” slide. august 14-15 2006 developing games for xbox live arcade katie stone-perez game...
TRANSCRIPT
August 14-15 2006
Developing Games for Developing Games for Xbox Live ArcadeXbox Live Arcade
Katie Stone-PerezKatie Stone-PerezGame Program ManagerGame Program ManagerXbox Live ArcadeXbox Live ArcadeMicrosoftMicrosoft
Presentation/Presenter Title Slide
August 14-15 2006
AgendaAgenda
11stst Generation Results Generation Results
Xbox Live Arcade on the Xbox 360Xbox Live Arcade on the Xbox 360GoalsGoals
Current StatisticsCurrent Statistics
What’s New with the PlatformWhat’s New with the Platform
Development Considerations and how Development Considerations and how to get your submission approvedto get your submission approved
August 14-15 2006
Xbox Live Arcade – 1Xbox Live Arcade – 1stst GenerationGeneration
Launched November 2004 in Launched November 2004 in North America; Europe/Asia in North America; Europe/Asia in April 2005April 2005
Disc-based solutionDisc-based solutionOne pack in title included free of One pack in title included free of chargecharge
Additional titles available Additional titles available to download, try, and to download, try, and buy over Xbox Livebuy over Xbox Live
Conversion rates strong @ Conversion rates strong @ 8.5%8.5%
August 14-15 2006
Xbox Live Arcade – Xbox Xbox Live Arcade – Xbox 360360Goal: Build a frictionless Goal: Build a frictionless
distribution model for broad distribution model for broad appeal content on Xbox 360appeal content on Xbox 360
Single destination to discover, download, and try/buy Single destination to discover, download, and try/buy broad-appeal games built into every consolebroad-appeal games built into every console
High-visibility placement (Games Blade)High-visibility placement (Games Blade)
Deep Marketplace integration (download, purchase, Deep Marketplace integration (download, purchase, licensing)licensing)
Available to both Silver & Gold Xbox Live SubscribersAvailable to both Silver & Gold Xbox Live Subscribers
Arcade-specific banner placements drive awareness of Arcade-specific banner placements drive awareness of new titlesnew titles
Rich around-the-game feature set drives retention & Rich around-the-game feature set drives retention & repeat playrepeat play
August 14-15 2006
Xbox Live Arcade –Xbox Live Arcade –DashboardDashboard
Deep Integration with Achievements, Deep Integration with Achievements, Gamerscore, and Live LeaderboardsGamerscore, and Live Leaderboards
August 14-15 2006
Importance of Xbox Live Importance of Xbox Live ArcadeArcadeStrategic to the Xbox 360 Strategic to the Xbox 360
PlatformPlatformRelevant content for secondary/tertiary gamer in Relevant content for secondary/tertiary gamer in the householdthe household
Relevant content for primary gamer (retro, Relevant content for primary gamer (retro, action). Provides quick gameplay experiencesaction). Provides quick gameplay experiences
Only have 15 minutes to play; waiting for Only have 15 minutes to play; waiting for friends to get online; looking for a simple dose friends to get online; looking for a simple dose of funof fun
Opportunity for Xbox 360 Opportunity for Xbox 360 Developers Developers
Opportunity to reach an entirely new audienceOpportunity to reach an entirely new audience
Drive innovation & creative expression without Drive innovation & creative expression without taking on the risk of a large development budgettaking on the risk of a large development budget
Low upfront financial risk with a potential high Low upfront financial risk with a potential high return on investmentreturn on investment
August 14-15 2006
Early Results of Xbox Live Early Results of Xbox Live Arcade Arcade Over 25 games now availableOver 25 games now available
Phenomenal launch window results Phenomenal launch window results for Xbox Live Arcadefor Xbox Live Arcade
Over five million Arcade downloads Over five million Arcade downloads since launchsince launch
Across the board conversion rate Across the board conversion rate average of 22%average of 22%
Highest title converting at over Highest title converting at over 50%50%
Over 65% of connected Xbox 360 Over 65% of connected Xbox 360 consoles are downloading and consoles are downloading and playing Arcade gamesplaying Arcade games
August 14-15 2006
Top Arcade Titles to Top Arcade Titles to DateDateGeometry WarsGeometry Wars
UNOUNO
Marble Blast UltraMarble Blast Ultra
GauntletGauntlet
ZumaZuma
August 14-15 2006
Xbox Live Arcade Platform – Xbox Live Arcade Platform – What’s Next?What’s Next?
Dashboard UpdatesDashboard UpdatesDev Task- Make sure you set your Genre in Dev Task- Make sure you set your Genre in ArcadeInfo.xml!ArcadeInfo.xml!
Arcade Wednesdays!!!Arcade Wednesdays!!!Regular release schedule for Arcade gamesRegular release schedule for Arcade games
CameraCameraVideo ChatVideo ChatFace in GameFace in Game GestureGestureLeader RecognitionLeader RecognitionTalk to Digimask, GestureTek at GamefestTalk to Digimask, GestureTek at Gamefest
August 14-15 2006
What is an Xbox Live Arcade What is an Xbox Live Arcade Game in Xbox 360?Game in Xbox 360?
Full game experienceFull game experienceNo pieces of gamesNo pieces of gamesMust stand on its ownMust stand on its own
Smaller in sizeSmaller in size<50 MB (BroadBand in North America, International higher)<50 MB (BroadBand in North America, International higher)Sub-25-MB Goal (2 games on 1 Memory Unit)Sub-25-MB Goal (2 games on 1 Memory Unit)
Playable without physical media or other dependenciesPlayable without physical media or other dependenciesNo instruction manual requiredNo instruction manual requiredApproachable pickup & playApproachable pickup & play
Free Trial Version with limited but entertaining gameplayFree Trial Version with limited but entertaining gameplayMust up-sell to unlocked “full” versionMust up-sell to unlocked “full” versionIn-game promotional up-sellIn-game promotional up-sell
Plugs into Xbox Live Arcade around-the-game experiencesPlugs into Xbox Live Arcade around-the-game experiencesOut-of-game LeaderboardsOut-of-game LeaderboardsAchievements & GamerscoreAchievements & GamerscoreCross-game invitesCross-game invites
August 14-15 2006
The 6 Pillars of What We The 6 Pillars of What We Look for in Games Look for in Games How to Get Your Game How to Get Your Game ApprovedApproved
InnovationInnovation
GameplayGameplay
VisualsVisuals
MultiplayerMultiplayer
Marketplace InteractionMarketplace Interaction
Global AppealGlobal Appeal
August 14-15 2006
GameplayGameplay
Fits within 50 MB limitFits within 50 MB limit
Unique ideasUnique ideas
Pick-up and play gameplayPick-up and play gameplay
Allows for bite-size entertainment Allows for bite-size entertainment experienceexperience
Designed for the ENTIRE familyDesigned for the ENTIRE familyHandicappingHandicapping
Kid-friendly optionsKid-friendly options
ContinuesContinues
August 14-15 2006
Visual BarVisual Bar
Does this game look like it belongs on Does this game look like it belongs on the Xbox 360?the Xbox 360?
Visual Re-Design, not just a portVisual Re-Design, not just a port
August 14-15 2006
MultiplayerMultiplayer
Xbox Live & designing for smaller Xbox Live & designing for smaller populationspopulations
Local Multiplayer (2+ on a single Local Multiplayer (2+ on a single console)console)
Co-OpCo-Op
Offline gameplay & trackingOffline gameplay & tracking
August 14-15 2006
Marketplace Marketplace
Premium Downloadable ContentPremium Downloadable ContentLevels & MapsLevels & Maps
Weapons & Character ObjectsWeapons & Character Objects
Game TypesGame Types
Game SkinsGame Skins
Picture PacksPicture Packs
ThemesThemes
August 14-15 2006
Worldwide AppealWorldwide Appeal
Design with a global customer in Design with a global customer in mind mind
LocalizationLocalization
August 14-15 2006
Developing for Arcade on Xbox Developing for Arcade on Xbox 360 360 Achievements & GamerscoreAchievements & Gamerscore
GamerscoreGamerscore200 Gamerscore200 Gamerscore
AchievementsAchievements12 achievements12 achievements
Achievement curveAchievement curve
Show creativity!Show creativity!
August 14-15 2006
Developing for Arcade on Xbox Developing for Arcade on Xbox 360 360 Adapting Your Game from Adapting Your Game from Another PlatformAnother Platform10 ft. vs. 2 ft. experience10 ft. vs. 2 ft. experience
Adapting your characters and game elements Adapting your characters and game elements for better visibility and control on a TVfor better visibility and control on a TV
TV DisplaysTV DisplaysColorsColorsFonts and other small detailFonts and other small detail
Don’t forget standard definition!Don’t forget standard definition!
Controls and NavigationControls and NavigationIn Game Controls, optional control devicesIn Game Controls, optional control devicesMenu and UI elementsMenu and UI elements
August 14-15 2006
The Benefits of Developing The Benefits of Developing for Arcadefor Arcade
Xbox Developer Support and Xbox 360 Xbox Developer Support and Xbox 360 CentralCentral
Game Requirements Doc for ArcadeGame Requirements Doc for Arcade
Xbox Live Arcade Developer ForumXbox Live Arcade Developer Forum
TCR Compliant Multiplayer Network Stack TCR Compliant Multiplayer Network Stack
Arcade Developer Brownbag SessionsArcade Developer Brownbag Sessions
Milestone Acceptance TestingMilestone Acceptance Testing
Certification AssistanceCertification Assistance
Partnerships in place with testing and Partnerships in place with testing and localization vendors localization vendors
August 14-15 2006
High-Level Development High-Level Development ProcessProcess\\
Step #1: Submit Concept – Step #1: Submit Concept – Work with Arcade Portfolio Work with Arcade Portfolio Planning team (Planning team ([email protected]) or your established ) or your established account manager to determine whether your title is a good fit account manager to determine whether your title is a good fit and to iron out the business details.and to iron out the business details.
Step #2: Kickoff – Step #2: Kickoff – Get engaged with the Arcade production Get engaged with the Arcade production team to discuss requirements and best practices that are team to discuss requirements and best practices that are unique to Arcade titles. Get lined up with Arcade-specific unique to Arcade titles. Get lined up with Arcade-specific support materials.support materials.
Step #3 – Get Cranking – Step #3 – Get Cranking – Develop an awesome Arcade title Develop an awesome Arcade title that every Xbox 360 owner will have to have! Work with the that every Xbox 360 owner will have to have! Work with the Arcade team along the way to check progress of the title at Arcade team along the way to check progress of the title at various milestones.various milestones.
Step #4 – Submit to Cert – Step #4 – Submit to Cert – Arcade titles are certified along Arcade titles are certified along with all other Xbox 360 titles.with all other Xbox 360 titles.
Step #5 – Release to Market Step #5 – Release to Market – The title is made available – The title is made available in Marketplace and the downloads begin.in Marketplace and the downloads begin.
August 14-15 2006
How to Get StartedHow to Get Started
For Independent Developers:For Independent Developers:Work with Arcade Portfolio Planning team (Work with Arcade Portfolio Planning team ([email protected]) to determine whether ) to determine whether your title is a good fit and to iron out the your title is a good fit and to iron out the business details.business details.
NDANDA
Submit Concept Submission Form & MaterialsSubmit Concept Submission Form & Materials
Playable DemoPlayable Demo
For PublishersFor PublishersWork with your established account managerWork with your established account manager
© 2006 © 2006 MicrosoftMicrosoft Corporation. All rights reserved. Corporation. All rights reserved.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.
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