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Introduction To Videogame Industry

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Introduction To Videogame Industry

  1. 1. INTRODUCTION TO GAME DEVELOPMENT INDUSTRY<br />
  2. 2. Who Am I?<br />Marlin SUGAMA<br />Co-Founder/ Producer<br />Main Studios<br />Game and Animation Developers<br />
  3. 3. What is a game developer ?<br />Software development<br />+<br />Entertainment<br />Hardware Manufacturers<br />Gamers<br />Publishers<br />Distributors<br />Developer<br />
  4. 4.
  5. 5. Main Studios Productions<br />
  6. 6. Main Studios Trailer<br />
  7. 7. How do we make our money?<br />Hardware Manufacturers<br />Gamers<br />Publishers<br />Distributors<br />Developer<br />WORLD OF WARCRAFT® SUBSCRIBER BASE REACHES 11.5 MILLION WORLDWIDEWrath of the Lich King™ expansion fuels growth with record first-month sales of more than 4 million<br />
  8. 8. How did it get so big?<br />
  9. 9. Background<br />Domination of Coin-Operated Arcade Games<br />Console Era<br />Installed Game<br />Multiplayer Online Games<br />Mobile Games<br />Era of Videogames Industry<br />
  10. 10. Business<br />Hardware Manufacturers<br />Publishers<br />Market<br />Developer<br />
  11. 11. Hardware Manufacturers<br />Arcade<br />Console<br />Handheld<br />
  12. 12. Seven Generations of Consoles<br />1<br />2<br />3<br />4<br />5<br />6<br />7<br />
  13. 13. Business <br />Hardware Manufacturers<br />Publishers<br />Market<br />Developer<br />
  14. 14. Developers<br />Cotage<br />Studio<br />Full Game<br />Developers<br />Outsourcing<br />Contractor<br />Original<br />Licensed<br />Conversion<br />
  15. 15. Games<br />Casual<br />MMORPG<br />Advergaming<br />FPS<br />Serious<br />Puzzle<br />Sport<br />Side Scrolling<br />Racing<br />Action<br />Mods<br />Edugame<br />Simulations<br />
  16. 16. Business <br />Hardware Manufacturers<br />Publishers<br />Market<br />Developer<br />
  17. 17. Publishers<br /><ul><li>Sales and marketing
  18. 18. Physical creation of the game (pressing discs)
  19. 19. Packaging
  20. 20. Press and analyst relations</li></li></ul><li>Game Packaging<br />
  21. 21. Game Events<br />
  22. 22. Publishers<br />Started in 2002 by BolehNet with Nexia Online<br />Grew in 2003 by Lyto with Ragnarok Online<br />All publishers imported online games, mostly Korean Online Games<br />All publishers located in Jakarta<br />
  23. 23. Online Game Publishers<br />
  24. 24. Game Developers<br /><ul><li>Started in 2001 by Matahari Studios and 2003 by Altermyth Studio.
  25. 25. Now there are 19 studios registered unofficially under IGDA Indonesia
  26. 26. Wide variety of videogame developers
  27. 27. Full game development and third-party outsourcing
  28. 28. Developing from multiplayer online game, web based casual games, Xbox games, to niche arcade games
  29. 29. Vary from 2 – 50 people/ studio</li></li></ul><li>Indonesia Game Developers<br />
  30. 30. How to Start?<br />Game developer related major<br />Build skillbased on industry needs (local and international)<br />Art<br />Tech<br />Biz<br />Attitude<br />Skill<br />Knowledge<br />COACHING<br />COMPETITION<br />
  31. 31. Game Developer Competitions<br />Indonesia ICT Awards <br />ITB Digital Media Festival<br />geMasTIK (Pagelaran Mahasiswa Nasional Bidang TIK)<br />
  32. 32. Business <br />Hardware Manufacturers<br />Publishers<br />Market<br />Developer<br />
  33. 33. General Facts<br />Computer and Video Game Industry Tops $22 Billion in 2008 <br />Games revenue beats Music and DVD’s in 2008<br />…In 2007 music sales were overtaken and in 2008 games had a share of 38% of all entertainment sales, putting it in first place in the category, beating music and DVD sales.<br />China&apos;s online game market reaped sales revenue of RMB 18.38 billion in 2008, representing an increment of 76.6% from a year earlier, according to a latest industry report.<br />Analyst: U.S. Game Market To Reach $20 Billion In 2009by Eric Caoili<br />Gameloft Revenues Up Following 2 Million iPhone Game Downloads<br />
  34. 34. source: Entertainment Software Association, www.theesa.org<br />
  35. 35. Console and Handheld Worldwide Revenue 2008<br />source: www.vgchartz.org<br />
  36. 36. Goofy games gets most of the hype and make a lot of money<br />source: Business Week, November 2nd, 2009. Pg 45<br />
  37. 37. Videogame and Advertising<br />1 billion<br />Expected market, in dollar for in-game advertising by 2010, according to Nielsen Media Research<br />1983<br />The year Anheuser-Busch, Inc. First included advertising in Bally Midway game Tapper. <br />30 billion<br />The amount of hours American men between 18 to 34 years of age, a key demographic for marketers, spent last year playing computer games<br />source: Entertainment Software Association, www.theesa.org<br />
  38. 38. Videogames for Sports<br />
  39. 39. Videogames for Seniors<br />
  40. 40.
  41. 41. Videogames for Music<br />
  42. 42. Games for Medical Therapy<br />source: Nintendo Fun Center , http://www.nintendo.com/corp/starlight.jsp<br />
  43. 43. Games for Medical Therapy<br />source: Nintendo Fun Center , http://www.nintendo.com/corp/starlight.jsp<br />
  44. 44. Handheld<br />
  45. 45. Mobile Phone as the New Videogame Hardware<br />
  46. 46.
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  48. 48.
  49. 49.
  50. 50. Study Case: Zynga<br />2 years old already profitable with more than 100 million USD in revenues<br />Google didnt started to make money until its third year, and still had less revenue<br />
  51. 51. 10 Tips for Entering the Industry<br />Exposure is important<br />Relationships matter<br />Start small, win big<br />Investors are easy to find, talents are not<br />Leave the advance to the BIG BOYS, dont start build engines unless you have the best technology<br />MMO is not a starter project<br />Find your focus<br />Prove your capability, sell yourself more<br />Game Developer is entertainment, entertainment business<br />Every Game Developer starts from a Gamer<br />
  52. 52. Where to expose yourself<br />www.gamedevid.org<br />www.gamedev.net<br />

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