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Battlefield 1943: How to make a game for free
 

Battlefield 1943: How to make a game for free

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Talk by Karl-Magnuss Troedsson (Executive Producer of the Battlefield franchise) from DICE at the Swedish Game Awards (2009)

Talk by Karl-Magnuss Troedsson (Executive Producer of the Battlefield franchise) from DICE at the Swedish Game Awards (2009)

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    Battlefield 1943: How to make a game for free Battlefield 1943: How to make a game for free Presentation Transcript

    • …or how to make a game for free
      Karl Magnus Troedsson – Executive Producer
    • Who am I?
    • Over 21 million sold
    • Create high quality games!
      Be really profitable!
      Have fun while getting there!
    • Three unique games each offering a AAA multiplayer experience
      Delivering the best in online warfare since 1942
    • From one DD to another:
      “The studio isn’t running at high enough capacity in between the big projects! Too bad the other teams can’t just take on more resources. Wouldn’t it be great if we actually could utilize the slack to build something!?”
    • From one Producer to another:
      “We seriously should consider making a Battlefield 1943 with our new Frostbite engine. The idea of Tiger tanks crashing through forests and P51’s duking it out in the skies is just to sexy not to dream about. We could take the maps from 1942 and rebuild without too much redesign. No singleplayer, only multiplayer… old school style.”
    • Use “free” people in between projects
      Create a bite sized Battlefield experience
      Package and sell in a new way
      Take inspiration from original BF1942
    • Back to basics – an accessible game
      Bring back the dog fights!
      Use an inviting art direction
      Implement Conquest mode
      Online multiplayer only!
      Three familiar Pacific levels: Wake Island, Iwo Jima, Guadalcanal
    • May-Jun: First production 10 people
      Aug-Oct: Production ramp up 5-15 people
      Mar: Concept started with 2 people
      May: Finalling 10 people
      Apr: Prototyping 3-5 people
      Jul: Vacation!
      Nov-Apr: Production and finalling ramp up 15 people
      Project built with time that otherwise would have been wasted
    • Digital distribution
      Xbox Live Arcade
      Playstation Store
      EA Store + other 3rd party PC channels
      Competitive price point
      $15 price point
      1200 Microsoft points
      A bite sized experience – distribution method and price to match
    • Embracing (resource) limitations
      Open ended project – no set end date
      Exceptionally clear vision and scope
      Comprehensible scope is very motivating
      Nailed core mechanics early on – fun game – happy team
      Synergies with other Frostbite projects
    • Difficult planning with irregular resources
      Had to fight for people once the ball got rolling
      Certain areas have suffered from late scope changes
      Lack of tech support made other areas suffer e.g. technical art
      Deliberately taking on risks from other Frostbite projects
    • With the right focus you can achieve a lot with small means
      There are innovative ways to build something fresh on existing tech
      Small bets can turn into something big
      Play it in June 2009
    • Questions?