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Next Generation Flash Gaming:
Lessons from Console Development
Justin Lambros, General Manager, Kabam
My Background
Overview
• Came to web/mobile to learn
  – Balance innovation & best practice
  – Never just go with “this worked for console”
  – But don’t forget what worked in console
  – Learn & use new tools effectively
Team size matters
• Bigger not always better

• 30-40+ means more
  management

• ~20 optimal with high performers

• Build process around team
  members
Invest in tools
• Don’t need to be perfect,
  just functional

• Free up engineers for new
  features

• Web vs. Console
  Engineering
Fully embrace monetization
• Giving players the ability to
  invest more in your game

• Micro transactions can help
  subscription games

• A thoughtful design built upon
  meaningful expansion
Product Management vs. Design
• Player empathy vs.
  monetization optimization

• Healthy tension, like Quality
  vs. Schedule & Budget

• Have specialists, teach them
  other skills
Embrace the right aesthetic
• Pick the right technology
  for your design & world

• Use 3D to its strengths

• 3D requires an entirely new
  control scheme
2D to 3D transition
• Remember back to the 3D
  transition in consoles?

• Most successful weren’t
  full 3D

• Biggest eye sores were
Understand long term engagement
• Create a place they want
  to stay – world building

• Plan seasons of TV, not a
  feature film
Do the beginning last
• Learn the core loop first,
  iterate

• Deliver the FTUE/Tutorial
  once you understand
  what’s cool about your
  game
Polish matters
• In small ways, at specific times

• Don’t fall into an endless loop

• Take advantage of the time you
  have, when you have it

• Look for ways to fit it in, and
  plan for it before launch
Questions?


     Contact info:
    Justin Lambros
jlambros@kabam.com

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Next Generation Flash Gaming: Lessons from Console Development by Justin Lambros, General Manager, Kabam

  • 1. Next Generation Flash Gaming: Lessons from Console Development Justin Lambros, General Manager, Kabam
  • 3. Overview • Came to web/mobile to learn – Balance innovation & best practice – Never just go with “this worked for console” – But don’t forget what worked in console – Learn & use new tools effectively
  • 4. Team size matters • Bigger not always better • 30-40+ means more management • ~20 optimal with high performers • Build process around team members
  • 5. Invest in tools • Don’t need to be perfect, just functional • Free up engineers for new features • Web vs. Console Engineering
  • 6. Fully embrace monetization • Giving players the ability to invest more in your game • Micro transactions can help subscription games • A thoughtful design built upon meaningful expansion
  • 7. Product Management vs. Design • Player empathy vs. monetization optimization • Healthy tension, like Quality vs. Schedule & Budget • Have specialists, teach them other skills
  • 8. Embrace the right aesthetic • Pick the right technology for your design & world • Use 3D to its strengths • 3D requires an entirely new control scheme
  • 9. 2D to 3D transition • Remember back to the 3D transition in consoles? • Most successful weren’t full 3D • Biggest eye sores were
  • 10. Understand long term engagement • Create a place they want to stay – world building • Plan seasons of TV, not a feature film
  • 11. Do the beginning last • Learn the core loop first, iterate • Deliver the FTUE/Tutorial once you understand what’s cool about your game
  • 12. Polish matters • In small ways, at specific times • Don’t fall into an endless loop • Take advantage of the time you have, when you have it • Look for ways to fit it in, and plan for it before launch
  • 13. Questions? Contact info: Justin Lambros jlambros@kabam.com

Editor's Notes

  1. Kabam – Web & Mobile1.5 years & 2 projectsEA Visceral Games Studio – X360/PS3/PSPDante’s Inferno, Dead Space, etc.Marvel Studios – All platformsIron Man, Hulk, Spider-ManSega – X360/PS3/PS2/PSP/DSMarvel, Sonic, Chromehounds, Yakuza, etc.LucasArts – All platformsEpisode II&III, Indy, some original IP
  2. Bigger not always better30-40+ means more managementVelocity levels out, gets much more expensive~20 optimal with high performersCore of 6-8 leads to drive teamBuild process around team membersAgile vs. waterfall
  3. Free up engineers for new featuresDesigners/producers for polishDon’t need to be perfect, just functionalUnless they’re for User Generated ContentWeb vs. Console EngineeringLead vs. service mentality
  4. Giving players the ability to invest more in your gameEven works in console (NFS)Can even help subscription gamesHow I spend on WoWA thoughtful design built upon meaningful expansion
  5. Player empathy vs. optimizationStart with fantasy fulfillmentIterate based on metricsShould be like Quality vs. schedule/budgetProducer/DD partnership @ EAHave specialists, teach them empathyPartnership should yield greatest rewards
  6. Pick the right technology for your specific game design & worldPushing 2D is still acceptable for innovationUse 3D to it’s strengthsEven in a 2D game3D requires an entirely new control schemeIs your audience ready?
  7. Remember back to the 3D transition in consoles?We are there againLearn from this & apply to your gameMost successfulRE, FFVII, Parasite Eve…visual compelling with proven gameplayBiggest eye soresFirst 3D fighters & platformers
  8. Create a place they want to stay – world buildingDesign a world with interesting charactersCreate a huge mythology, OK to share very little to startPlan seasons of TV, not a feature filmCommon mistake in all gamesTeam for fiction, not auteurs
  9. Learn the core loop first, iterateGet internal experts feedbackDeliver the FTE/Tutorial once you understand what’s cool about your gaveLessens major changesShow off the most compelling visuals of the game ASAPAdd choice?