Justin Lambros (general manager, Kabam) discusses how his own experiences in the console gaming world have influenced him, and what the takeaways are for Flash game developers.
3. Overview
• Came to web/mobile to learn
– Balance innovation & best practice
– Never just go with “this worked for console”
– But don’t forget what worked in console
– Learn & use new tools effectively
4. Team size matters
• Bigger not always better
• 30-40+ means more
management
• ~20 optimal with high performers
• Build process around team
members
5. Invest in tools
• Don’t need to be perfect,
just functional
• Free up engineers for new
features
• Web vs. Console
Engineering
6. Fully embrace monetization
• Giving players the ability to
invest more in your game
• Micro transactions can help
subscription games
• A thoughtful design built upon
meaningful expansion
7. Product Management vs. Design
• Player empathy vs.
monetization optimization
• Healthy tension, like Quality
vs. Schedule & Budget
• Have specialists, teach them
other skills
8. Embrace the right aesthetic
• Pick the right technology
for your design & world
• Use 3D to its strengths
• 3D requires an entirely new
control scheme
9. 2D to 3D transition
• Remember back to the 3D
transition in consoles?
• Most successful weren’t
full 3D
• Biggest eye sores were
10. Understand long term engagement
• Create a place they want
to stay – world building
• Plan seasons of TV, not a
feature film
11. Do the beginning last
• Learn the core loop first,
iterate
• Deliver the FTUE/Tutorial
once you understand
what’s cool about your
game
12. Polish matters
• In small ways, at specific times
• Don’t fall into an endless loop
• Take advantage of the time you
have, when you have it
• Look for ways to fit it in, and
plan for it before launch
Kabam – Web & Mobile1.5 years & 2 projectsEA Visceral Games Studio – X360/PS3/PSPDante’s Inferno, Dead Space, etc.Marvel Studios – All platformsIron Man, Hulk, Spider-ManSega – X360/PS3/PS2/PSP/DSMarvel, Sonic, Chromehounds, Yakuza, etc.LucasArts – All platformsEpisode II&III, Indy, some original IP
Bigger not always better30-40+ means more managementVelocity levels out, gets much more expensive~20 optimal with high performersCore of 6-8 leads to drive teamBuild process around team membersAgile vs. waterfall
Free up engineers for new featuresDesigners/producers for polishDon’t need to be perfect, just functionalUnless they’re for User Generated ContentWeb vs. Console EngineeringLead vs. service mentality
Giving players the ability to invest more in your gameEven works in console (NFS)Can even help subscription gamesHow I spend on WoWA thoughtful design built upon meaningful expansion
Player empathy vs. optimizationStart with fantasy fulfillmentIterate based on metricsShould be like Quality vs. schedule/budgetProducer/DD partnership @ EAHave specialists, teach them empathyPartnership should yield greatest rewards
Pick the right technology for your specific game design & worldPushing 2D is still acceptable for innovationUse 3D to it’s strengthsEven in a 2D game3D requires an entirely new control schemeIs your audience ready?
Remember back to the 3D transition in consoles?We are there againLearn from this & apply to your gameMost successfulRE, FFVII, Parasite Eve…visual compelling with proven gameplayBiggest eye soresFirst 3D fighters & platformers
Create a place they want to stay – world buildingDesign a world with interesting charactersCreate a huge mythology, OK to share very little to startPlan seasons of TV, not a feature filmCommon mistake in all gamesTeam for fiction, not auteurs
Learn the core loop first, iterateGet internal experts feedbackDeliver the FTE/Tutorial once you understand what’s cool about your gaveLessens major changesShow off the most compelling visuals of the game ASAPAdd choice?