2. State of the Industry
Where do you fit in? Really?
Games and Beyond
Pitching
Working with Publishers
What You’re Working on Now
Attract Mode
3. Why are we doing this and not something else?
To make money?
To innovate?
To honor our favorite games?
To entertain?
To educate?
Game Reset
4. Longterm & Short Term Goals
Work-for-Hire
Original IP Generation
Specialization versus Generalization
Commercial Enterprise versus Funded Hobby
VISION!!
What’s Your Game?
5. Founded in 2000 in Seattle, WA USA
Known for Bewjeweled, Plants Vs Zombies
Sold to EA in 2011 for $1.3B!
PopCap
6. Founded in 2003 in Espoo, Finland
Known for Angry Birds
2012 Revenues = $203M
Over 2X their 2011 revenue!
Rovio
7. Founded in Jon Burton ~1989 in Knutsford, England
Known for the LEGO video games
Sold to WBIE for $250M in 2007
Wait til you hear what Jon’s up to now
Travellers Tales
9. Core Mechanic
Simple & expandable
Games as Service
Program it like a TV series
Original versus Adaptation
The benefit of refinement
Angry Birds
Candy Crush Saga
Tentacles
Narrative Context
Emotional Goals versus Numerical Goals
What Is It?
10. Identifying your audience
Something for everyone = nothing for no one
Where and when are people playing?
What are your audience’s non-game behaviors?
Game audience versus purchaser
Community building
Who Is It For?
11. What does it all add up to?
What will excite people?
What’s NEW?
Secret sauce!!
MAGIC!!
Why Should I Care?
12. App-roach
Free-to-Play
Premium
Paymium
DESIGN for monetization before you are made to!
Publisher perspectives
How Will I Make Money?
13. Don’t skimp on music and SFX!!
Don’t let any part of your experience be mediocre
Beware of outside influences to your game design
Engine/Middleware
Platform feature integration
Publisher bias
Prototype
Usability test FOR REAL
Pro Tips!
14. The power of interactive experiences
Changing the perception of the industry
Getting the industry over itself
New audiences
New forms of entertainment
Educational tools
Creating greater opportunity
No More Games
15. Traditional Publishers
Scale Issues
Fear of cannibalization
Blockbuster Franchise Mentality
Mobile Publishers
“Native to platform”
Constantly evolving
Asian flava!
Social Publisher/Developers
Moving from Facebook to Mobile
Increasingly license-based
Entertainment Publishers
Moving from Console to Mobile
Licensing has collapsed
More in-house production
The Publishing Landscape
16. Gree
Free-to-play ONLY using their methods
Tencent
Chat-based play (WeChat)
Halfbrick
Arcade-action, quality art production
Scopely
Social games (… With Buddies)
SuperCell
Zynga of Mobile
Mobile Publishers
17. Funtactix
Primarily licensed
Hunger Games, Mission Impossible
Starting to work with external developers
Kabam
Broader portfolio, but increasing licensed IP
Lord of the Rings, Fast & Furious
Pushing into Casino Games
Primarily internal development
Zynga
Original IP
Diverse portfolio, from social to casual to mid-core to casino
Starting to work with external developers
Kixeye
Host their own games
Original IP
Mid-core games
All are transitioning, some more painfully than others, to mobile
Social Publisher/Developers
18. Most chasing extending Franchises to mobile
EA Sports (Electronic Arts)
Sonic the Hedgehog (Sega)
LEGO Harry Potter (Warner Bros.)
Assassin’s Creed (Ubisoft)
Limited original & licensed
Smurfs’ Village (Capcom)
Hasbro Board Games (Electronic Arts)
Addicting Games (Nickelodeon)
Nutty Fluffies Rollercoaster (Ubisoft)
Platforms (i.e. MS, Sony, Nintendo)
Second-screen focus
Xbox SmartGlass
Wii U Gamepad
PS Vita
Traditional Publishers
19. Usually a Mix of licensed and internal production
World War Z
Paramount Digital Entertainment
Iron Man 3
Gameloft (licensed from Paramount)
A LOT of reskinning of popular mobile titles
Angry Birds Rio
Temple Run: Brave
Fruit Ninja: Puss in Boots
More deal flexibility
Low MGs
Rev share deals
Co-Productions
Internal Production budgets high
But quality expectations are high, near console level
Most Studios expect free-to-play and history of monetization success
Digital Entertainment Divisions
21. Flavors of Potential Partners in Hollywood
Entertainment Studios
Some have several divisions
Different IP managed by different personnel
i.e. Viacom = MTV, Nickelodeon, Paramount & Dreamworks
Production Studios
Control their own IP
Waterman (Alvin & the Chipmunks)
Technicolor
SD Entertainment
IP Creators
Authors
Animators
Musicians
Hurray for Hollywood!
22. IP Immersion
Research IP on web
Watch episodes/films analytically
Including credits
See “The Matrix” of an IP
What are consistent elements of each episode?
What do characters NEVER do?
What is its core audience?
And what is its audience for different media?
Artist adaptation
Be able to reliably replicate an animated style
Have POV on adaptation of a live action property
Have POV on adaptation related to platform
The Wind-Up…
23. Presenting Yourself
Clear Vision and Value Proposition
Short Presentations
Answer 4 questions:
What Is It?
Who is it For?
Why Should I Care?
How will it make money?
Other Considerations
Prototype if at all possible
Demonstrate your affinity for the IP
Ensure pitch materials are IP and audience-appropriate
Be flexible but not wishy-washy
The Pitch
24. Contracts
They suck and take a long time
Work may start before signed contract
Production
Make friends with your producer!
Prepare for the review process
Brand management
Creators
General bureaucratic gang bang
Deliver what you promise
Manage your time and budgets properly!
You Got the Gig, Now What?