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)

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Battlefield 1943: How to make a game for free

  1. 1. …or how to make a game for free<br />Karl Magnus Troedsson – Executive Producer<br />
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  5. 5. Who am I?<br />
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  8. 8. Over 21 million sold<br />
  9. 9. Create high quality games!<br />Be really profitable!<br />Have fun while getting there!<br />
  10. 10. Three unique games each offering a AAA multiplayer experience <br />Delivering the best in online warfare since 1942<br />
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  12. 12. From one DD to another:<br />“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!?”<br />
  13. 13. From one Producer to another:<br />“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.”<br />
  14. 14. Use “free” people in between projects<br />Create a bite sized Battlefield experience<br />Package and sell in a new way<br />Take inspiration from original BF1942<br />
  15. 15. Back to basics – an accessible game<br />Bring back the dog fights!<br />Use an inviting art direction<br />Implement Conquest mode<br />Online multiplayer only!<br />Three familiar Pacific levels: Wake Island, Iwo Jima, Guadalcanal<br />
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  19. 19. May-Jun: First production 10 people<br />Aug-Oct: Production ramp up 5-15 people<br />Mar: Concept started with 2 people<br />May: Finalling 10 people<br />Apr: Prototyping 3-5 people<br />Jul: Vacation!<br />Nov-Apr: Production and finalling ramp up 15 people<br />Project built with time that otherwise would have been wasted<br />
  20. 20. Digital distribution<br />Xbox Live Arcade<br />Playstation Store<br />EA Store + other 3rd party PC channels<br />Competitive price point<br />$15 price point<br />1200 Microsoft points<br />A bite sized experience – distribution method and price to match<br />
  21. 21. Embracing (resource) limitations <br />Open ended project – no set end date<br />Exceptionally clear vision and scope<br />Comprehensible scope is very motivating<br />Nailed core mechanics early on – fun game – happy team<br />Synergies with other Frostbite projects<br />
  22. 22. Difficult planning with irregular resources<br />Had to fight for people once the ball got rolling<br />Certain areas have suffered from late scope changes<br />Lack of tech support made other areas suffer e.g. technical art<br />Deliberately taking on risks from other Frostbite projects<br />
  23. 23. With the right focus you can achieve a lot with small means<br />There are innovative ways to build something fresh on existing tech<br />Small bets can turn into something big<br />Play it in June 2009<br />
  24. 24. Questions?<br />

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