主办单位: 合作伙伴: 媒体合作:
薄益群 BO Yiqun
 
帮 会 X
旅行社 X
移动互联网 CEO 俱乐部 Mobile Internet CEO Club 全球移动互联网商务平台 Global Mobile Internet Biz Platform
活动宗旨 布道  每期邀请一名行业领袖 实践   分享最佳商业实践真知 成长  帮助创业者学习并成长
牛人  +   干货
Shainiel Deo CEO, Halfbrick
本期主题 The Road to Success for Fruit Ninja 如何打造一款风靡全球的移动游戏 <ul><li>产品创意: 全球火爆游戏《水果忍者》的灵感从何而来? </li></ul><ul><li>发展之路: 如何打造一款...
 
INTRODUCTIONS <ul><li>Shainiel Deo </li></ul><ul><ul><li>CEO </li></ul></ul><ul><ul><li>[email_address] </li></ul></ul>
Points of Discussion <ul><li>Halfbrick Overview </li></ul><ul><ul><li>Who are we? </li></ul></ul><ul><li>Halfbrick Fridays...
Who are we?
 
Established in 2001 and based in Brisbane, Australia
<ul><li>45 Staff </li></ul><ul><li>Currently 5 separate teams. </li></ul><ul><li>Almost like 5 companies within 1 company....
 
<ul><li>Nintendo DS </li></ul><ul><li>The Last Airbender </li></ul><ul><li>Marvel Super Hero Squad </li></ul><ul><li>Avata...
Idea Generation
<ul><li>Like “Google 20% Time” </li></ul><ul><li>Anyone can come up with an idea </li></ul><ul><li>Done in “rounds”. Each ...
<ul><li>People register their ideas on a Wiki before a round begins </li></ul><ul><li>Individuals or groups pitch their id...
<ul><li>Fruit Ninja pitch materials </li></ul>
<ul><li>Once a team has enough members, between 2 - 5, development begins. </li></ul><ul><li>Prototyping takes place for t...
<ul><li>Teams showcase their games to the company. </li></ul><ul><li>Everyone gets to play and vote on their favorite game...
A case study
What fruit ninja is: <ul><li>Slice fruit with your finger. </li></ul><ul><li>Do not slice bombs. </li></ul><ul><li>Get a b...
THING #1: FAST PLAY SESSIONS
THING #2: ANYONE CAN PLAY
THING #3: VISCERAL SATISFACTION! [EXCEPT MORE G RATED]
FINAL Concern: Marketing <ul><li>Will it be viral? </li></ul><ul><li>Does it have mass appeal? </li></ul><ul><li>Can we co...
First Concept
First Concept
First Concept
First Concept
First Concept
Rather than bore you all with crap about making the game, here is some interesting notes about various aspects of Fruit Ni...
 
STANDARD SLICE @10% PLAYBACK
CRITICAL SLICE @10% PLAYBACK
ALL TOGETHER NOW @ 20%
Why is it important? <ul><li>Slicing fruit is the whole game! </li></ul><ul><li>Viscerally satisfying was what we were aim...
 
FRUIT = GOOD; BOMBS = BAD;
Why is it important? <ul><li>Be fair to the player. </li></ul><ul><li>Slicing fruit = awesome. Slicing bombs != awesome. <...
 
UNFAIR PLACEMENT IS UNFAIR
Why is it important? <ul><li>Wanted the player to feel like luck played a role. </li></ul><ul><li>Place blame on the game,...
 
THE RETRY LOOP
Why is it important? <ul><li>Failure is low cost to the player! </li></ul><ul><li>If failure is low cost, then we can retr...
 
CLASSIC MODE
ZEN MODE
Why is it important? <ul><li>Aids keeping failure at a low cost. </li></ul><ul><li>Takes the sting out of losing. </li></u...
 
<ul><li>高端对话 </li></ul><ul><li>如何打造一款全球风靡的移动游戏 </li></ul>宋炜    长城会   联合创始人 Shainiel Deo  Halfbrick    创始合伙人 张鹤    多盟智胜   COO
NEXT  下期预告 <ul><li>Date:  October 15 th </li></ul><ul><li>Location:  Beijing  北京 </li></ul><ul><li>Keynote speaker:  LEI J...
欢迎合作 We welcome your partnership
THANK YOU
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长城会大讲堂:水果忍者CEO——如何打造一款风靡世界的移动游戏

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长城会大讲堂:水果忍者CEO——如何打造一款风靡世界的移动游戏

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长城会大讲堂:水果忍者CEO——如何打造一款风靡世界的移动游戏

  1. 1. 主办单位: 合作伙伴: 媒体合作:
  2. 2. 薄益群 BO Yiqun
  3. 4. 帮 会 X
  4. 5. 旅行社 X
  5. 6. 移动互联网 CEO 俱乐部 Mobile Internet CEO Club 全球移动互联网商务平台 Global Mobile Internet Biz Platform
  6. 7. 活动宗旨 布道 每期邀请一名行业领袖 实践 分享最佳商业实践真知 成长 帮助创业者学习并成长
  7. 8. 牛人 + 干货
  8. 9. Shainiel Deo CEO, Halfbrick
  9. 10. 本期主题 The Road to Success for Fruit Ninja 如何打造一款风靡全球的移动游戏 <ul><li>产品创意: 全球火爆游戏《水果忍者》的灵感从何而来? </li></ul><ul><li>发展之路: 如何打造一款风靡全球的移动游戏? </li></ul><ul><li>未来趋势: 未来移动游戏的发展趋势? </li></ul>
  10. 12. INTRODUCTIONS <ul><li>Shainiel Deo </li></ul><ul><ul><li>CEO </li></ul></ul><ul><ul><li>[email_address] </li></ul></ul>
  11. 13. Points of Discussion <ul><li>Halfbrick Overview </li></ul><ul><ul><li>Who are we? </li></ul></ul><ul><li>Halfbrick Fridays </li></ul><ul><ul><li>Idea Generation </li></ul></ul><ul><li>Fruit Ninja </li></ul><ul><ul><li>Case Study </li></ul></ul>
  12. 14. Who are we?
  13. 16. Established in 2001 and based in Brisbane, Australia
  14. 17. <ul><li>45 Staff </li></ul><ul><li>Currently 5 separate teams. </li></ul><ul><li>Almost like 5 companies within 1 company. </li></ul>
  15. 19. <ul><li>Nintendo DS </li></ul><ul><li>The Last Airbender </li></ul><ul><li>Marvel Super Hero Squad </li></ul><ul><li>Avatar: Into the Inferno </li></ul><ul><li>Nintendo Gameboy Advance </li></ul><ul><li>Nicktoons: Battle for Volcano Island </li></ul><ul><li>Avatar: Burning Earth </li></ul><ul><li>Avatar: The Last Airbender </li></ul><ul><li>Barnyard </li></ul><ul><li>TY The Tasmanian Tiger 3 </li></ul><ul><li>TY The Tasmanian Tiger 2 </li></ul><ul><li>Sony PSP </li></ul><ul><li>Age of Zombies </li></ul><ul><li>Rocket Racing </li></ul><ul><li>Blast Off </li></ul><ul><li>Echoes </li></ul><ul><li>Heat Seaker </li></ul><ul><li>Hellboy </li></ul><ul><li>Star Wars: Force Unleashed </li></ul><ul><li>iPhone/iPod/iPad </li></ul><ul><li>Fruit Ninja / Fruit Ninja HD </li></ul><ul><li>Blast Off </li></ul><ul><li>Monster Dash </li></ul><ul><li>Age of Zombies </li></ul>
  16. 20. Idea Generation
  17. 21. <ul><li>Like “Google 20% Time” </li></ul><ul><li>Anyone can come up with an idea </li></ul><ul><li>Done in “rounds”. Each round involves </li></ul><ul><ul><li>Pitching </li></ul></ul><ul><ul><li>Prototyping </li></ul></ul><ul><ul><li>Showcasing </li></ul></ul>
  18. 22. <ul><li>People register their ideas on a Wiki before a round begins </li></ul><ul><li>Individuals or groups pitch their ideas to the entire company trying to entice other Bricks to join their team. </li></ul><ul><li>A pitch involves: </li></ul><ul><ul><li>A basic design of the game idea. Mainly mechanics but can include theme </li></ul></ul><ul><ul><li>Current team members skills </li></ul></ul><ul><ul><li>Skills still required </li></ul></ul>
  19. 23. <ul><li>Fruit Ninja pitch materials </li></ul>
  20. 24. <ul><li>Once a team has enough members, between 2 - 5, development begins. </li></ul><ul><li>Prototyping takes place for the next 4 – 5 Halfbrick Fridays, usually every 2 nd Friday. </li></ul><ul><li>No oversight. Teams just get to work </li></ul>
  21. 25. <ul><li>Teams showcase their games to the company. </li></ul><ul><li>Everyone gets to play and vote on their favorite game in several categories: </li></ul>
  22. 26. A case study
  23. 27. What fruit ninja is: <ul><li>Slice fruit with your finger. </li></ul><ul><li>Do not slice bombs. </li></ul><ul><li>Get a better score than your friends. </li></ul>
  24. 28. THING #1: FAST PLAY SESSIONS
  25. 29. THING #2: ANYONE CAN PLAY
  26. 30. THING #3: VISCERAL SATISFACTION! [EXCEPT MORE G RATED]
  27. 31. FINAL Concern: Marketing <ul><li>Will it be viral? </li></ul><ul><li>Does it have mass appeal? </li></ul><ul><li>Can we communicate the message obscenely quickly? </li></ul>
  28. 32. First Concept
  29. 33. First Concept
  30. 34. First Concept
  31. 35. First Concept
  32. 36. First Concept
  33. 37. Rather than bore you all with crap about making the game, here is some interesting notes about various aspects of Fruit Ninja’s design, and why its important.
  34. 39. STANDARD SLICE @10% PLAYBACK
  35. 40. CRITICAL SLICE @10% PLAYBACK
  36. 41. ALL TOGETHER NOW @ 20%
  37. 42. Why is it important? <ul><li>Slicing fruit is the whole game! </li></ul><ul><li>Viscerally satisfying was what we were aiming for. </li></ul>
  38. 44. FRUIT = GOOD; BOMBS = BAD;
  39. 45. Why is it important? <ul><li>Be fair to the player. </li></ul><ul><li>Slicing fruit = awesome. Slicing bombs != awesome. </li></ul>
  40. 47. UNFAIR PLACEMENT IS UNFAIR
  41. 48. Why is it important? <ul><li>Wanted the player to feel like luck played a role. </li></ul><ul><li>Place blame on the game, instead of themselves. </li></ul><ul><li>If the game is the reason they failed, then NEXT time, it will be all good. </li></ul>
  42. 50. THE RETRY LOOP
  43. 51. Why is it important? <ul><li>Failure is low cost to the player! </li></ul><ul><li>If failure is low cost, then we can retry over and over and over. </li></ul>
  44. 53. CLASSIC MODE
  45. 54. ZEN MODE
  46. 55. Why is it important? <ul><li>Aids keeping failure at a low cost. </li></ul><ul><li>Takes the sting out of losing. </li></ul><ul><li>Lets retry again! </li></ul>
  47. 57. <ul><li>高端对话 </li></ul><ul><li>如何打造一款全球风靡的移动游戏 </li></ul>宋炜 长城会 联合创始人 Shainiel Deo Halfbrick 创始合伙人 张鹤 多盟智胜 COO
  48. 58. NEXT 下期预告 <ul><li>Date: October 15 th </li></ul><ul><li>Location: Beijing 北京 </li></ul><ul><li>Keynote speaker: LEI Jun 雷军 , 著名天使投资人 , 小米科技 CEO </li></ul><ul><li>Dialogue: LEI Jun vs Dave McClure, Founder of 500Startups 美国的“雷军”   </li></ul>
  49. 59. 欢迎合作 We welcome your partnership
  50. 60. THANK YOU

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