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1. What is Banana Kong?

2
VIDEO

3
2. An idea is born

4
The idea
- Create a new endless runner with set in the jungle, with
animals and a banana collecting gorilla as star
The Ch...
The twist: the parallel gameplay sections

6
3. The development starts

7
Finding a development partner:

8
Character design: the main character

9
Character design: the main character

10
Character design: the evolution of the Toucan

11
Early gameplay scribbles and sketches

12
Challenge 1: the controls
- 4 different input types:
- TAP (jump)
- STAY TAPPED (glide)
- SWIPE to the right (dash)
- SWIP...
Challenge 1: the controls

4 different input types!

photo

14
1 - TAP (jump)
15
2 - STAY TAPPED (glide)
16
3 - SWIPE to the right (dash)
17
4 - SWIPE down(change platforms,
dash down midair)
18
Problem: all 3 inputs start with a tap!

19
Are buttons a solution?

mockup with buttons

20
NO! Buttons are not the solution:
- Not intuitive controls for iDevices in most cases
- Hide part of the gameplay area
- P...
How about controls tied to display areas?

mockup with area sensitive controls

22
Better than buttons, but still not an option as well:
- Good if there are only 2 different actions....
- ... but BK alread...
The solution:
- Gesture controls
We had to
- Playtest with lots of people, friends, family, etc...
- Observe them, ask the...
Challenge 2: level design
- Endless runners are played hundreds of times and need
feel fresh every time
Problem:
- how to ...
Total randomness vs. planned randomness
- TOTAL RANDOMNESS leads to frustrating, non solvabl
situations
- Absolutely NO co...
Ready for release? Make sure:
- that you didn't get project blind!
- people don't like a feature? think twice about it!
- ...
4. Game released!
What next!?

28
Games nowadays:
- Critically acclaimed
- Ambitious users part of the game's evolution
- Dynamic product
- Updates keep the...
Part of a dynamic product: shop expansion

screenshots customisation

30
Part of a dynamic product: new content

31
Part of a dynamic product: the logo

32
Part of a dynamic product: the social competition

screenshot social elements

33
5. Times are changing...

34
... and so are games:
- Market shifting towards F2P
- Despite F2P shift, good sales: 500.000k sales in 6 mths!

35
The Free to Play switch:

36
6. The future

37
The future:
- Ports to Android and other platforms
- Establishing the game as a brand
- More games in the Banana Kong Univ...
That's it!

Thanks for listening!
39
- Questions? Or want to publish with us:
philipp@fdg-entertainment.com
- Download presentation at:
- FDG on the web:
http:...
FDG Entertainment: Banana Kong – Designing an Endless Runner
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FDG Entertainment: Banana Kong – Designing an Endless Runner

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This Post-Mortem gives a deep insight into the development of one of the App Store’s most successful endless runners. From the first idea to release to successful Free-to-Play transition, find out what made Banana Kong stand out from this year’s releases.

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FDG Entertainment: Banana Kong – Designing an Endless Runner

  1. 1. 1. What is Banana Kong? 2
  2. 2. VIDEO 3
  3. 3. 2. An idea is born 4
  4. 4. The idea - Create a new endless runner with set in the jungle, with animals and a banana collecting gorilla as star The Challenge - Many endless runners - We didn't want to clone, but be original - No brand we could build up on The solution: - Give players what their longing for - Combine known mechanics with a new twist 5
  5. 5. The twist: the parallel gameplay sections 6
  6. 6. 3. The development starts 7
  7. 7. Finding a development partner: 8
  8. 8. Character design: the main character 9
  9. 9. Character design: the main character 10
  10. 10. Character design: the evolution of the Toucan 11
  11. 11. Early gameplay scribbles and sketches 12
  12. 12. Challenge 1: the controls - 4 different input types: - TAP (jump) - STAY TAPPED (glide) - SWIPE to the right (dash) - SWIPE down(change platforms, dash down midair Problem: all 3 inputs start with a tap! 13
  13. 13. Challenge 1: the controls 4 different input types! photo 14
  14. 14. 1 - TAP (jump) 15
  15. 15. 2 - STAY TAPPED (glide) 16
  16. 16. 3 - SWIPE to the right (dash) 17
  17. 17. 4 - SWIPE down(change platforms, dash down midair) 18
  18. 18. Problem: all 3 inputs start with a tap! 19
  19. 19. Are buttons a solution? mockup with buttons 20
  20. 20. NO! Buttons are not the solution: - Not intuitive controls for iDevices in most cases - Hide part of the gameplay area - Player is forced to press same spot - Goes against what makes up today's everyday usage of touchscreen devices 21
  21. 21. How about controls tied to display areas? mockup with area sensitive controls 22
  22. 22. Better than buttons, but still not an option as well: - Good if there are only 2 different actions.... - ... but BK already has 4 different actions - Restricts further expansion of controls - What about left handed players? 23
  23. 23. The solution: - Gesture controls We had to - Playtest with lots of people, friends, family, etc... - Observe them, ask them, speak with them - Tweak until it felt good 24
  24. 24. Challenge 2: level design - Endless runners are played hundreds of times and need feel fresh every time Problem: - how to create enough variation and make sure randomized level design works? 25
  25. 25. Total randomness vs. planned randomness - TOTAL RANDOMNESS leads to frustrating, non solvabl situations - Absolutely NO control on difficulty, design, fun, etc... - PLANNED RANDOMNESS by building levels together with small sections gives more control: - sections with different difficulty - nice designs - makes sure of fun situations - creating a classic jump'n run feeling 26
  26. 26. Ready for release? Make sure: - that you didn't get project blind! - people don't like a feature? think twice about it! - do people understand your game? 27
  27. 27. 4. Game released! What next!? 28
  28. 28. Games nowadays: - Critically acclaimed - Ambitious users part of the game's evolution - Dynamic product - Updates keep the games alive - WE HAVE TO LISTEN TO OUR CUSTOMERS!!! 29
  29. 29. Part of a dynamic product: shop expansion screenshots customisation 30
  30. 30. Part of a dynamic product: new content 31
  31. 31. Part of a dynamic product: the logo 32
  32. 32. Part of a dynamic product: the social competition screenshot social elements 33
  33. 33. 5. Times are changing... 34
  34. 34. ... and so are games: - Market shifting towards F2P - Despite F2P shift, good sales: 500.000k sales in 6 mths! 35
  35. 35. The Free to Play switch: 36
  36. 36. 6. The future 37
  37. 37. The future: - Ports to Android and other platforms - Establishing the game as a brand - More games in the Banana Kong Universe 38
  38. 38. That's it! Thanks for listening! 39
  39. 39. - Questions? Or want to publish with us: philipp@fdg-entertainment.com - Download presentation at: - FDG on the web: http://www.fdgentertainment.com - FDG on Social Networks: www.facebook.com/FDGEntertainment www.twitter.com/FDG_Games 40

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