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Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
Munera presentation
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Munera presentation

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Presentation for the Munera Online game engine and proposal.

Presentation for the Munera Online game engine and proposal.

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  • 1. Munera Online
    Overview for investment in Muneraand the Foundry Gaming Platform
    by White Hart Media & DimSum Games LimitedCopyright 2011. All rights reserved. This document is confidential.
  • 2. Introduction
    This presentation outlines the work done in creatinga new game called Munera Online.
    It includes detailed information on the concept, design, artwork and overall architecture of the development platform that has been created to underpin this game.
    Over 2 years hard work has gone into the development of the tools and services that will maintain this online game; and shows the scalability for growth as we gain new players daily.
  • 3. Immersive
    Munera puts the player at the heart of the Roman Empire
  • 4. Historical
    Munera spans 500 years over the period that the Roman Empire ruled the world
  • 5. Expansive
    Munera provides players with many paths to success as they grow their status
  • 6. Competitive
    Munera enables players to develop and socialise against thousands of other opponents
  • 7. The Game
    Munera, or Roman Combat, is a multiplayer role playing gameonline (MMO) using standard web browser technology
    A Free-to-Play model with Micropayment transactions
    Supported in a variety of languages for local players, the game focuses around the development as a Lanista, or Trainer, on their journey to build a Gladiatorial team for the Games
    Based over the span of the Roman Empire and its 500-year history
    Fully adaptive, it features a unique way of maintaining the growth of your personal fortune & the training of your Gladiatorial team
    Skills, Combat, Betting and Marketplace exchange are provided from a social environment – challenge to win!
    Each Lanista will be able to team up with other players in the game to form Schools in the Arena
    Targeted marketing programmes to generate revenues from players by selling items in the game
  • 8. Why choose The Roman Empire?
    A rich historical past for the Roman Empire provides a good strong solid game concept and instant appeal
    Expansion across the 500-year history
    New “zones” to be releases as Quarterly updates with newfighters, locations and weapons to retain players
    Historical insight and support for new “political growth”for the player to be involved in
    New regions will present new challenges for players
    Invest time & money in constructing your own Coliseum
    The Roman Senate provides ability for players to investtime in non-combat activities
    Yearly gladiatorial combats arranged by the Roman Emperor for substantial in-game rewards
    Premium investment required by a player to participate
    Special equipment needed only available as micro-payment fee
  • 9. Early Design Styles
    Runs in a standard web browser screen
    Moveable panels to allow for a fluid User Interface and customisation for the player
    Localisation support for EFIGS and adapted for other languages planned
    ‘Iconography’ to provide easy viewing of game status
    Pop-up alerts and messaging in real-time drive retention and monetisation
  • 10. Character Art
    • High resolution 3D renders of the five Gladiator races have been created in a variety of different in-game poses
    • 11. Modelling for fully animated 3D has been planned for future updates
    • 12. Research on racial attributes was undertaken by creative team to ensure Munera is historically correct
    • 13. 3D render of Horse & Chariot also completed
    • 14. Weapons & Armour matched in 3D from their 2D counterparts
  • Commodity Art
    Very detailed 2D and 3D images of in-game commodities enables re-use across a variety of different platforms
    Nearly 20 different unique Weapons
    38 pieces of Armour including helmets, shields and breastplates
    30+ pieces of consumable items including Foodstuffs, Healing Herbs etc...
    2D Images in 3 different sizes
    High Quality 3D renders
  • 15. Isometric Art style for Ludus Buildings
    Players will have the ability to develop their Ludus (or Gladiatorial Training Camp) using a simple isometric user interface on screen
    Each building has benefits and the player can upgrade for better advantages in the game
    Drag ‘n’ Drop interface using HTML5 planned to enable players to design their Ludus and expand as the player progresses
    13 different building types, each with 5 levels to buy
  • 16. Munera on Facebook
    From the beginning, all design & developmentconsiderations have been carefully planned for portingto Facebook
    Facebook’s substantial user base provides significant reach with minimal marketing spend (over 750m users on Facebook worldwide)
    Facebook requires players to use Facebook Credits as Premium Currency which can be simply added to Munera through our payment architecture
    Facebook’s Game SDK
    Connect to Friends, Viral messaging to Wall Posts
    Facebook Credits
    Gifting and invites etc are all supported in the SDK
  • 17. Current Status - Closed BETA
    Dharma Game Creator Toolkit (DGC) provides quick and dynamic changes to front-end layout and UI
    Adaptive design allows for changes to the User Interface
    Add in new items to screen layout & design simply and easily
    HTML5 and JavaScript based for multiple Browser support
    Architecture pre-built to be available on other platforms
    Mobile (iOS, Android, Tablet Devices)
    Interactive TV
    Foundry Server Platform (FSP)
    Combat, Marketplace, Locations and Item database all complete
    Logging and Tracking for bug fixing
    Intelligent AI ‘Bots’ allows Computer vs. Player battles that learn over time from real game combat situations and improve
    Adaptive Economy system and Combat parameters can be modified to balance gameplay
    Scalable server architecture – Linode or Amazon S3 Cloud – to manage growth and unexpected uptake from players
  • 18. Cross Platform compatibility
    Support for all common desktop Browsers across both PC, Linux and Macintosh computers
    Internet Explorer, Chrome, Firefox, Safari, and Opera
    Planned scalability onto Interactive TV has been developed to take advantage of modern “connected TVs”
    Mobile support all integrated into the Server Platform in order to support mobile browser play on Phone & Tablet devices
    Apple, Android, Blackberry, Symbian and Windows Phone 7
    No special browser plug-ins required to play
    Secure and safe using SSL certificates
  • 19. Administration Tools - Overseer
    • Advanced web-based Administration Site enables careful management of the game server
    • 20. ‘Tiered’ access for team members will permit protection of user data and limit access to critical areas to key team members only
    • 21. Customer Service teams will have no access to server management
    • 22. Marketing teams access messaging and alerting area only
    • 23. Production team will manage content
    • 24. Development team will access server areas and logs
  • Game Platform Architecture – The Foundry
    Over 2 years in development
    Sophisticated technological platform environment to make game production simpler, publishing faster and more efficient
    ‘Dharma’ Game Creator Toolkit allows non-programmers and designers to create new pages using Library assets
    Assets are “actionable” from defined parameters
    Images, video or animations can be uploaded to Library
    WSIWIG Editor interface
    Publishing function based on pre-created “templates” for Web, Facebook, & Mobile
    A<>B functions permit new layouts, concepts and assets to be tested to a segmented audience and tracked for results
    Secure live backup to a dedicated remote server for redundancy
  • 25. The Foundry Gaming Platform
    Secure Customer Login Account Server
    Secure Backup Server
    Cloud Servers
    Web Browser UI
    ‘Dharma’ Game Creator Toolkit
    Design & Technical Team
    Template Library databases
    Analytics and Marketing Teams
    Overseer - Administration Tools
    Customer Service Team
    Asset Library databases
  • 26. Dharma Game Creator
    Munera
    Game 2
    Game 3
    Game 4
    Secure Player Account services and Editor Tools
    Foundry Gaming Servers
    MEASURE
    KIWI
    Server
    Framework
    Babel Script
    DEPOT
    SSO
    Tablets
    PlayBox
    Android
    iTV
    WWW
    iOS
    Client Framework
    Testing
    Analytics & Error Reporting
    Publishing
    Dharma Game Creator
  • 27. Free to Play & Micro-Payment Model
    Free-to-Play model selected to quickly gain initial take-up from players with both Grind and Premium options
    Currently the standard model in the MMO industry
    Grind in-game currency takes longer to achieve “gated” level upgrades but allows players to experience the full game from the start
    Premium option provides micropayment solution for players wishing to bypass long time to upgrade characters in-game
    Transactional support for Credit Cards, PayPal, Google Wallet all planned
    Rare content items & specific Coliseum Battles only available through Premium model
    CPM Advertising Revenue also planned within the commercial model for additional revenue generation
    Google AdSense powered
    Revenue per 1,000 ads displayed + additional revenue through clickthroughs
  • 28. In-Game Currency & Premium Currency
    Two models are offered to players – Grind and Premium (Imperial Tokens)
    ‘Grind’ is for players not wishing to spend real cash on in-game assets but want to experience gameplay
    Players take longer to gain skills, weapons and some content not available under this commercial model
    Hundreds of items will be offered to players to acquire (Weapons, Armour, Consumables, Gladiators, Buildings etc)
    ‘Premium’ investment provides a faster route to players wishing to progress in the game
    Micro-transactions allow players to invest in “Imperial Tokens” to buy weapons, gladiators, assets and participate in exclusive combats
    Payment via PayPal, Google Checkout and other accepted online payment forms
    3rd parties provides will supply credit processing
    2D Image
    High Quality 3D Image
  • 29. Retention and Player Marketing Programmes
    Defined models for marketing programmes including up-sell, retention and virality have been integrated
    Adaptable and targeted to the individual as well as pre-defined audience groups to ensure full monetisation of each player
    Real-time analysis and economy modelling
  • 30. Who is the Player...?
    Scenario modelling has been done to evaluate the demographics and type of player in order to establish 10 ‘groups’ with predictive behaviour
    Aggressive, analytical, calculating, social etc...
    Whale vs. non-Whale player segmentation has been predicted to anticipate revenues based on DAU (Daily Active Users)
    A<>B Modelling programs can be initiated on selective players to gauge new designs, ideas or items
  • 31. Viral use of Social Networks
    Munera will take advantage of full integration into Social Network sites to virally attract new players
    Facebook integration for posting Game Status to your Friends
    Twitter alerts and SMS messaging
    Email newsletters
    Facebook page to be managed and maintained by Marketing in order to make announcements and information available
    Dedicated Facebook version planned using the Facebook Game SDK
    Provides access to millions of potential players
    Layout of initial game design will be easy to port and support
    Exclusive items and weapons will be unlocked using dedicated social network campaigns through targeted marketing campaigns
  • 32. Customer Service
    Customer Service tool and Tracking system will allow us to verify the exact actions performed by any user
    Information can be accessed by Customer Support Team to diagnose and verify problems
    Tiered Customer Server protocols for Player management
    Password Reset and basic support -> Advance Player Management
    Remote Support web-based interface means we can provide 24/7 support internationally for localised players if required
    24/7 Unit Testing and Continuous Server Integration testing / load balancing tests fully automated
    Automatic error detection & engineer notification via SMS / Email for issue resolution on gaming code
    Cloud Servers covered by SLA (99.999%)
    Backup and remote restore function for failsafe contingency
    Scalable load on servers if required
    Continual log creation
  • 33. The Market Potential
    Zynga Games has over 148m monthly unique players across 166 countries mainly via Facebook and over 750m registered users
    Sells more than 38,000 virtual items per second!
    2bn minutes of gameplay per day
    2008 revenues = $19.4m
    2009 revenues = $121.5m
    2010 revenues = $597.5m (~3000% growth over 2 years)
    In 2010, Zynga generated just $22.8m from advertisingwhile over 96% was from the sale of virtual items
    Founded in 2002, Bigpoint Games GMbHprovides ~65 games
    203m registered players with 250k being added each day
    Web-based games with over 2bn Page Impressions translated into 30 languages
    Advertising Revenue
    Virtual Item sales
  • 34. What we offer
    A Foundry Gaming Platform with a launch IP game – Munera
    Established Information Architecture and development programme
    A highly experienced team of professionals with a background in gaming
    Consumer-focused outlook on providing the best service possible
    Marketing experience in the social gaming space to drive revenues and retention
    Drive. Talent. Passion.
  • 35. Thank you for your time
    Alison Wooding, CEO White Hart Media Limited
    alison@whitehartmedia.com

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