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11/10/2011   1
Nick Porsche
Creative Director & MD
Rocksolid Games Malta
•   12 years in the games business
•   Has worked as Executive
    Producer, Creative Director and
    Head of Finalization
•   Companies include Atari, Jowood,
    10tacle, The Games Company
    and Bigpoint
•   Battlestar Galactica Online
    critically acclaimed for creating a
    new standard for browser based
    Massively Multiplayer Games
•   Extensive experience with
    international IP holders like
    Universal Studio and Warner Bros
•   Built up operations and teams in
    several companies
•   Certified IT Business Manager
    living with his family in Malta



11/10/2011                                2
Business Figures



11/10/2011             3
Online Games Market 2010
                       Tencent
                                 Shanda


               Zynga             Sony

                                          NCSoft




                                              Blizzard




11/10/2011                                           4
Games Revenue Forecast
                                                                                    Micro-Transactions


                                                                                       Subscriptions



             2010                            2014     Data from Screen Digest and PWC


               24 billion $ in digital games revenues 2011 according to British Researcher Ovum




11/10/2011                                                                                               5
Free 2 Play Market Share




11/10/2011      Newzoo Trend Report | MMO Games, Massively Popular | November 2011
                                                                                     6
Battlestar Facts



11/10/2011               7
Game Awards
• Unite Community Award 2011




• European Games Award 2011 Best Browser
  Game



11/10/2011                                 8
Distributed Game Development


                                              Oslo (Art and Tasking)
                                                                 Tvar (Programming)
                                  Hamburg (Web Integrations)
                                 Frankfurt (Quality Assurance)
 San Francisco (Live Team)
                             New York (Media Partner)

   Hollywood (Licensor)
                                                        Malta (Control & Design)
   Burbank (SFX Engineering)




11/10/2011                                                                         9
BSGO in Numbers
13 months development
Budget approx. 1 million Euro
Originally released in EFIGS + RU/TR/PL
Now available in over 20 languages
Monthly ARPPU of a full-price PC game
To date over 6.5 million registered users
Thousands of Concurrent Users Online

11/10/2011                               10
GAME DESIGN



11/10/2011                 11
Game Complexity Paradox
Larry Tesler (Apple, Amazon, Yahoo): One can’t reduce the complexity of a
task – one can only shift the burden.

• Simple games are easy because not a lot to do
• Complexity tends to fall back onto user




11/10/2011                                                                  12
Complexity Chart




11/10/2011                      13
Midcore MMO Design
•   “Shark in a Fishpond” game approach
•   Browser = just another platform
•   Visually Pleasing Games
•   The Content Trap




11/10/2011                                14
Line


             Rock, Paper, Minigun

              Strike          Escort


11/10/2011                             15
Level Design
•   Editor Tool is key (even in Unity)
•   Plan in several iterations
•   Design a clear purpose and meaning
•   Intersperse POI’s




11/10/2011                               16
Sound
•   Music is emotion
•   Effects make world come alive
•   Tracks vs. budget: 45 minutes cost 50-100k€
•   Downsizing by looping ogg’s
•   Voice and narration in web-games




11/10/2011                                        17
Developing in   Unity




11/10/2011           18
Facts
• First free version released in 2009
• 700.000 registered developers
• Future integration into Flash Player (or not?)




11/10/2011                                         19
What works
•   Prototyping and Tech Demoing
•   Product Support
•   Many Updates
•   Cheap to start
•   Truly Cross Platform
•   Excels in Mobile and Browser (Chrome)



11/10/2011                                  20
What to watch out for
•   GUI can become a nightmare
•   Backend Server for MMO
•   Still needs a web player install
•   Can cost 3% rev-share
•   Updates can endanger development
•   Full Browser Caching needs license



11/10/2011                               21
Learnings
• Create tools to optimize workflow
• Basic character animations need love
• Plan in time to update project




11/10/2011                               22
Production



11/10/2011                23
Scrum/Agile Process
             (Schwaber, Sutherland, Beedle 1995/2001)




11/10/2011                                              24
Stages of Development



                                              Closed
   Concept     Preprod   Production   Alpha
                                               Beta




11/10/2011                                             25
Stage Gate Process




11/10/2011                        26
Minimum Viable Product
Tim Schafer “The only way to mitigate risk is to
concentrate on making something great.”




11/10/2011                                     27
Production Best Case & Risk




11/10/2011                                 28
Team Size Burndown




11/10/2011                        29
Questions? Contact me:




             n.porsche@rocksolid-games.com

11/10/2011                                   30

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BSGO - next generation browser game development with unity3 d 1.5

  • 2. Nick Porsche Creative Director & MD Rocksolid Games Malta • 12 years in the games business • Has worked as Executive Producer, Creative Director and Head of Finalization • Companies include Atari, Jowood, 10tacle, The Games Company and Bigpoint • Battlestar Galactica Online critically acclaimed for creating a new standard for browser based Massively Multiplayer Games • Extensive experience with international IP holders like Universal Studio and Warner Bros • Built up operations and teams in several companies • Certified IT Business Manager living with his family in Malta 11/10/2011 2
  • 4. Online Games Market 2010 Tencent Shanda Zynga Sony NCSoft Blizzard 11/10/2011 4
  • 5. Games Revenue Forecast Micro-Transactions Subscriptions 2010 2014 Data from Screen Digest and PWC 24 billion $ in digital games revenues 2011 according to British Researcher Ovum 11/10/2011 5
  • 6. Free 2 Play Market Share 11/10/2011 Newzoo Trend Report | MMO Games, Massively Popular | November 2011 6
  • 8. Game Awards • Unite Community Award 2011 • European Games Award 2011 Best Browser Game 11/10/2011 8
  • 9. Distributed Game Development Oslo (Art and Tasking) Tvar (Programming) Hamburg (Web Integrations) Frankfurt (Quality Assurance) San Francisco (Live Team) New York (Media Partner) Hollywood (Licensor) Malta (Control & Design) Burbank (SFX Engineering) 11/10/2011 9
  • 10. BSGO in Numbers 13 months development Budget approx. 1 million Euro Originally released in EFIGS + RU/TR/PL Now available in over 20 languages Monthly ARPPU of a full-price PC game To date over 6.5 million registered users Thousands of Concurrent Users Online 11/10/2011 10
  • 12. Game Complexity Paradox Larry Tesler (Apple, Amazon, Yahoo): One can’t reduce the complexity of a task – one can only shift the burden. • Simple games are easy because not a lot to do • Complexity tends to fall back onto user 11/10/2011 12
  • 14. Midcore MMO Design • “Shark in a Fishpond” game approach • Browser = just another platform • Visually Pleasing Games • The Content Trap 11/10/2011 14
  • 15. Line Rock, Paper, Minigun Strike Escort 11/10/2011 15
  • 16. Level Design • Editor Tool is key (even in Unity) • Plan in several iterations • Design a clear purpose and meaning • Intersperse POI’s 11/10/2011 16
  • 17. Sound • Music is emotion • Effects make world come alive • Tracks vs. budget: 45 minutes cost 50-100k€ • Downsizing by looping ogg’s • Voice and narration in web-games 11/10/2011 17
  • 18. Developing in Unity 11/10/2011 18
  • 19. Facts • First free version released in 2009 • 700.000 registered developers • Future integration into Flash Player (or not?) 11/10/2011 19
  • 20. What works • Prototyping and Tech Demoing • Product Support • Many Updates • Cheap to start • Truly Cross Platform • Excels in Mobile and Browser (Chrome) 11/10/2011 20
  • 21. What to watch out for • GUI can become a nightmare • Backend Server for MMO • Still needs a web player install • Can cost 3% rev-share • Updates can endanger development • Full Browser Caching needs license 11/10/2011 21
  • 22. Learnings • Create tools to optimize workflow • Basic character animations need love • Plan in time to update project 11/10/2011 22
  • 24. Scrum/Agile Process (Schwaber, Sutherland, Beedle 1995/2001) 11/10/2011 24
  • 25. Stages of Development Closed Concept Preprod Production Alpha Beta 11/10/2011 25
  • 27. Minimum Viable Product Tim Schafer “The only way to mitigate risk is to concentrate on making something great.” 11/10/2011 27
  • 28. Production Best Case & Risk 11/10/2011 28
  • 30. Questions? Contact me: n.porsche@rocksolid-games.com 11/10/2011 30