My First Arcade Game<br />Patrick Liu - Producer<br />
F o r m u l a  f o r  m a k i n g  m o n i e s !<br />Have a classic game in store *<br />Recreatewhatpeople REMEMBERS fro...
Q u i c k  F a c t s<br />Released on XBLA/PSN July 2009<br />PC Release Spring 2010, digital download only!<br />1200 MS ...
S t a t i n g  t h e  s u c c e s s<br />Sold over 1M in less thantwomonths<br />Brokedayone, weekone and monthonerecords<...
W h e r e  a r e  f r e e  d e v e l o p e r s ? !<br />Unique premises – make the game as long as resources last!<br />Co...
E m b r a c e  y o u r  l i m i t a t i o n s !<br />Sticking to the vision<br />X: ”Simply Revisit Wake Island”<br />Nail...
R e m a k i n g  a  c l a s s i c<br />ActivePlayers<br />RosyColoredGlasses<br />Battlefield Bad Company Fans<br />Non-Ba...
K i l l i n g  y o u r  d a r l i n g s<br />Replenishingammo and health<br />Onlythreeclasses<br />Mapchanges<br />No tim...
M a i n  t a k e – a w a y s<br />Down time between projects can be of truly (money making) use<br />There are always ways...
Questions?<br />Twitter @pottan<br />patrick.liu@dice.se<br />
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Battlefield 1943 - My First Arcade Game

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How do you identify the core tenets and recreate a classic such as Battlefield 1942, which people are still playing? How can you wipe all sales records on a rapidly growing market such as downloadable games on consoles? How can you make a critically acclaimed game with high production values very cheaply? This talk will go through the love for a franchise, killing your darlings, challenges and learnings when making Battlefield 1943 from a design and production perspective.

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Battlefield 1943 - My First Arcade Game

  1. 1. My First Arcade Game<br />Patrick Liu - Producer<br />
  2. 2. F o r m u l a f o r m a k i n g m o n i e s !<br />Have a classic game in store *<br />Recreatewhatpeople REMEMBERS from it...<br />... with freedevelopers.<br />Package it as a downloadable game...<br />... on consoles...<br />... at a lowprice.<br />= PROFIT!<br />* I’vepreparedonealready, Battlefield 1942<br />
  3. 3. Q u i c k F a c t s<br />Released on XBLA/PSN July 2009<br />PC Release Spring 2010, digital download only!<br />1200 MS points / $15<br />3 + 1 maps<br />1 + 1 game modes<br />12 vs 12 players<br />Stats and Awards<br />First proper digital download FPS<br />
  4. 4. S t a t i n g t h e s u c c e s s<br />Sold over 1M in less thantwomonths<br />Brokedayone, weekone and monthonerecords<br />Nominated in a number of awards, amongthem BAFTA<br />Metacritic 84/83 on PS3/X360<br />82 on PC... (unreleased)<br />
  5. 5. W h e r e a r e f r e e d e v e l o p e r s ? !<br />Unique premises – make the game as long as resources last!<br />Cost about a tenth of a full product to make<br />Used existing resources in the studio<br />Production peaked at 15 simultaneous developers<br />Not including Frostbite support, QA etc.<br />About 70 developers went through the project<br />
  6. 6. E m b r a c e y o u r l i m i t a t i o n s !<br />Sticking to the vision<br />X: ”Simply Revisit Wake Island”<br />Nail scope and design very early on<br />Communicate the vision to every single member of the team<br />Team engagement and output exceptionally high<br />
  7. 7. R e m a k i n g a c l a s s i c<br />ActivePlayers<br />RosyColoredGlasses<br />Battlefield Bad Company Fans<br />Non-BattlefieldPlayers<br />Casualplayers<br />
  8. 8. K i l l i n g y o u r d a r l i n g s<br />Replenishingammo and health<br />Onlythreeclasses<br />Mapchanges<br />No time investment<br />No Mini-map and squads... <br />NOT!<br />
  9. 9. M a i n t a k e – a w a y s<br />Down time between projects can be of truly (money making) use<br />There are always ways of designing your way out of limitations<br />There are no holy cows, only target group matters<br />
  10. 10. Questions?<br />Twitter @pottan<br />patrick.liu@dice.se<br />

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