Your SlideShare is downloading. ×
Dec. 16, 2010 Mochi Community Event:Toge Productions
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Dec. 16, 2010 Mochi Community Event:Toge Productions

1,159
views

Published on

Toge Productions shares their lessons learned from Infectonator and Days2Die, as well as some tips on in-game ad placement and microtransactions.

Toge Productions shares their lessons learned from Infectonator and Days2Die, as well as some tips on in-game ad placement and microtransactions.


0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
1,159
On Slideshare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
12
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. with Toge Productions
  • 2.
    • Know your game developer!
  • 3.
    • What is Toge?
      • Indie Game Dev Studio
      • Based in Jakarta, Indonesia
    • Fun Facts:
      • Toge means beansprout in Indonesian
  • 4.
    • How it started?
      • Started as a student team
      • Continued as a company in 2009
    • Fun Fact
      • Started in a study room
      • Then to a garage
      • Then to a medium office
  • 5.
    • Days 2 Die & Infectonator series
  • 6.
    • Side Scrolling Shooter
    • Series
      • Days 2 Die – 2009
      • Days 2 Die : The Other Side – 2009
  • 7.
    • Ideas & Influences
      • The Last Stand by ConArtist
      • We <3 Physics
  • 8.
    • Chain Reaction Infection
    • Series
      • Infectonator! – 2009
      • Infectonator : Xmas Edition – 2009
      • Infectonator : World Dominator – 2010
    • Spin-off
      • Necronator - 2010
  • 9.
    • Ideas & Influences
      • Chain Reaction Addiction
      • Pixel Art Awesomeness!
      • Zombieeeesss FTW!!!
  • 10.
    • Days 2 Die series
    • Infectonator series
    • @ 3 Months Dev Time
    • Total 2 games in 6 Months
    • No Game Design Doc
    • New to Game Dev
    • 1 st game DID NOT use Live Update
    • @ 1-2 Months Dev Time
    • Total 3 games in 4 Months
    • No Game Design Doc
    • Implements Live Update
  • 11.
    • Lessons Learned & Experience Earned
  • 12.
    • What went wrong?
      • No Game Design Doc
      • Complex ideas = scope creep
      • Too simple & plain = boring
    • Lessons
      • Create a game design doc
      • Simple is better
      • Simple and Polished!
      • Pay attention to details
  • 13.
    • What went wrong?
      • Cool graphics dull gameplay & vice versa
      • Hard to predict people ’s preferences
    • Lessons
      • Gameplay overcomes graphics
      • Both are important
      • Polish them both
  • 14.
    • What went wrong?
      • Gameplay & Graphics, that ’s it? No Sounds & Music? WTF?!
    • Lessons
      • Sound Check, is it annoying? Listen to it for 2 hrs
      • Gameplay, Graphics & Audio is a trinity!
      • Collaborate with composers & voice actors
  • 15.
    • What went wrong?
      • You already distribute your game, and a new bug shows up!
    • Lessons
        • Add all APIs into 1 game and filter them based on web domain
        • Use Mochi Live Update!
        • Or make your own system ;b
          • Distributable Pre-loader
          • Main game is separated
  • 16.
    • What went wrong?
      • People play your game only once?!
    • Lessons
      • Randomize your games
      • Add some humor
      • Rewards, Achievements, Unlocks
      • Multiple Endings
    Fun Game + OCD Stimuli = Addiction!
  • 17.
    • What went wrong?
      • Story or no story?
      • Your story takes too much dev time
    • Lessons
      • Limit your story
      • Episodic games
      • Story adds depth to your game
  • 18.
    • Lessons
      • Rapid Prototyping
      • Create a Community
      • Utilize Social Networks
      • Create connections with players
        • Use of language
        • Use of country/place of origin
        • Use of cultures
  • 19.  
  • 20.
    • Placements
      • Blend with overall UI design
      • Result Screen, Upgrade Screens, etc.
  • 21.
    • Trivia info
  • 22.
    • Ask for support
  • 23.
    • Distribution Challenges
      • Solution:
        • Premium items can be disabled or enabled
        • redirect them to sites that support MTx
    • Boost Sales
      • Consumable items
      • Async/multiplayer gameplay
  • 24.
    • Simple is better
    • Limit story or Episodic Games
    • Rapid Prototyping
    • Optimize Ads
    • Use Live Updates
  • 25.
    • Any Questions?
    • Thank you!