SlideShare a Scribd company logo
From Mobile to Consoles
with
Philipp Döschl
Oceanhorn Co-Producer
Co-Founder / Executive Producer at FDG
What is
Oceanhorn?
Leaving iOS home
Graphic
Improvements
iOS
iOS
Consoles
Consoles
Control
Improvements
Gameplay
Improvements
The console dream
coming true
The console ecosystem:
A whole new world
< / > !=
!=
!=
The launch day
has come!
Going abroad
The Future
Thanks for listening!
Follow the teams:
@FDG_Games
@Cornfox
@EngineSoftware
Follow me:
@TheToastMachine
www.fdg-entertainment.com
philipp@fdg-entertainment.com
Dev Blog:
oceanhorn.blogspot.com

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Oceanhorn – from mobile to consoles

Editor's Notes

  1. QUESTION: Anybody knows OCEANHORN? QUESTION: Who played it? Action Adventure, Zelda inspired 10 hours of gameplay
  2. Video = CONSOLE STORY OUTLINE!! MILESTONES - our biggest and most expensive game at that time (DEV TIME = 2 YEARS ) - we funded most of the development. - first time nobuo uematsu worked on a non Japanese project - FDG game with the highest per day revenue, 6 digit ?????????????
  3. New updates with every release of new iOS devices, game has been updated to make use of enhanced power device power.
  4. often played with gamepads and on TV during testing, FEELING IT NEEDS TO BE SOMEWHERE ELSE ALL THE TIME Summer 2014 after GOTY release -> START ON STEAM PORT OBVIOUS thing to do: first check on big TV -> see what works and what not. Before moving to “bigger” platforms, need to check game realistically and find out what needs to be improved. 3 things for OH: Graphics Controls Gameplay
  5. LACKS FIDELITY
  6. looked BLOCKY CAMERA TOO CLOSE EMPTYNESS
  7. ADDED very small rocks, blades of grass, sticks and debris
  8. 400 level objects in the game, dozens of NPC’s and monsters, bosses and main character. -> turn MODELS into HI POLY, upscale TEXTURES, create NORMAL MAPS, etc… FX improvements: new lighting, adding ambient occlusion and PLANAR REFLECTIONS added four times more polygons, sharper textures, normal maps, detail objects and new lighting effects such as dynamic ambient occlusion, soft shadows and realtime reflections
  9. more buttons on consoles / PC, so we had to take advantage of it. changes required in original version
  10. iOS multifunctional ACTION BUTTON CONSOLES, PC: separate attack and action, dedicated buttons for spell casting, item and shield. -> Smoother, more intuitive play experience thanks to more buttons: also a gameplay improvement
  11. new functionality to the game, thanks to the controller: you can now dash with action button besides this: reading many reviews, watch youtube videos, let’s plays, streams, etc… - remaster puzzle - new hint signs - redesigning unfair spots
  12. Second Chance Potion might be expensive, but you will be lucky to have it in a boss fight and Mana Refill Potion will be a priceless possession in Frozen Palace. What could be the function of the Ancient Arcadian Radar, though? -> create the best OCEANHORN experience possible
  13. After Steam release, the next logical step are consoles. how to approach it? Cornfox was already into another project, so a porting partner was needed. as always: rely on word of mouth and suggestions from teams you know and trust.
  14. - checking many studios, Engine software was recommended and we were more than happy with them.
  15. QUESTION: anybody planning to go to CONSOLES? QUESTION: HOW BIG IS THE DIFFERENCE? almost none / some / almost everything? everything different on consoles: development (dev kits, environments, test cases) platform (approvals / submissions, how the store works, pricing, payments, reports, marketing (communication, press, conferences, community)
  16. before starting, register as dev and GET YOUR GAME APPROVED! managed and closed stores. quality, creativity and diversity wins if approved, awesome support for indies (taken to shows, etc…) but dev kits. might be expensive in case you need more than one. in general: console production has higher costs than mobile (if you ignore UA) TRC / XRs / Lot check. get familiar with the tech EVERY CONSOLE HAS DIFFERENT REQUIREMENTS ON ASSETS, etc!!
  17. not the most comfortable thing in the world. we’re all spoiled from mobile, especially from google play dev console ;) for one platform, you might deal with
  18. build momentum. you will need a story to tell that press can pick up. plan well ahead. the less your game is known, the more work you will have to do: show it at conferences get people interested in the game, let them be part of development. ignore the trolls that piss you off every time you have to postpone your game. preview campaigns look for the media that works best for you and your purposes, for your game. fin your community
  19. PARIS GAMES WEEK
  20. in development: Vita port. tricky platform, comparable to iPhone 5, but with different pros and cons. we'll see if it pays off. there seems to be a small but loyal fanbase that is eagerly waiting for new games ADD TWEET SCREENSHOT!!!
  21. bottom line: if you’re doing it the first time -> get yourself help. technical, publisher, etc… still, with all the amazing support, YOU will have to sell your game, don’t rely on the platform holders (it’s what also they say)
  22. launching on consoles: give it enough time. long preroll time, 2 / 3 weeks after approval press needs time, print even more plan your launch well ahead
  23. ok, honestly: making games for consoles is probably THE coolest thing you can do in gaming ;)
  24. you will get all kinds of reviews. deal with it. on consoles probably the toughest audience METACRITIC = hated by many, still somehow important. contributors seem random review quality mostly higher than on mobile (depending on the site / mag / blog, etc…) classic: big difference between reviews and store ratings
  25. take care of service providers, such as PR agencies. expensive and possibly not worth it example: launch PR not approved 3 mistakes: wrong genre, wrong video link, asset link not clickable sounds like small issues, but WHAT DO YOU THINK HOW MANY TONS OF PR REVIEWERS GET??? - BEST: write and design PR yourself, let the PR agency send it. as long as your not established, good to work with them to get press contacts
  26. released in your home market? what next?
  27. how to approach other markets. when to do it and when not to. Be aware: different markets have different requirements -> LOCALISATION!!! different color codes, etc… AGAIN: Quality awareness and expectations on consoles higher than on any other platform!! Find a local partner (to deal with local press, retailers, platforms, etc...). !!!!!!! ASIA = full of ripoff companies!!!! KEEP IN MIND: TRCs are different, game needs adjustments, more testing, time, etc... -> is it realistic that you will recoup on the investment?
  28. Other platforms: Android Switch Others on the horizon?
  29. OCEANHORN 2
  30. THANKS TO EVERYBODY