These slides presents the vision of a newly started game development studio in sweden.
I'ts made during the course International Game Production Studies at Gotland University in 2011.
2. INTRODUCTION
WHO is REALLY presenting?
• We were a group of students
• We recently started a company
• We already have one client and in about 6 months we’ll
hopefyllu be ready to bring in another client
IGPS I | TSD802 | assignment 03 |
HT_2011
3. INTRODUCTION
What is at stake?
• Establishing ourselves in the game industry by creating
vertical slices for companies
• The development cost in games is constantly increasing,
which creates the need for vertical slices and prototypes
• If we fail the company could collapse and our reputation as
professionals could be potentially damaged
IGPS I | TSD802 | assignment 03 |
HT_2011
4. INTRODUCTION
Why should we care?
• Companies that needs external competences to create
vertical slices for funding
• They will get a visualization of their ideas in order to sell or
create the game
IGPS I | TSD802 | assignment 03 |
HT_2011
5. REWARD
What are the opportunities?
• Working together towards realizing our vision will produce
good practices through cliental activities
• Since we are in the position of working in short duration
developments, we do not commit to the long term obligations
and risks that could arise in longer projects
• The value of each project is evaluated in beforehand. The
financial potential will be estimated on the size of the project.
IGPS I | TSD802 | assignment 03 |
HT_2011
6. REWARD
Who can share this potential?
• We can offer to work ‘white label’
• We can get good industry reputation and contact with
possible future clients
• With us making only vertical slices, we miss out on potential
payments if we were to finish the projects against getting the
money in beforehand
• We give up on the personal satisfaction of seeing a product to
its end against working on a multitude of projects.
• The client will have to provide a concept and conditions of
satisfaction for the slice
IGPS I | TSD802 | assignment 03 |
HT_2011
7. REWARD
What is the best-case scenario?
• Contact with a potential client
• We create a budget and create proposal on what we need
• The proposal is accepted
• We get money and get the necessary resources
• Product completion
• Company reputation gained
• New contract with another company signed
IGPS I | TSD802 | assignment 03 |
HT_2011
8. CHALLENGES
What opposes that scenario?
• Bad contract with clients
• That we cannot achieve the conditions of satisfaction
• Unforeseen expenses
• Hire contractors that do not fulfill their contracts
• Difficulties in finding or securing clients
• Failure to meet milestones
• Team member quits
• Discredit to the team
IGPS I | TSD802 | assignment 03 |
HT_2011
9. CHALLENGES
How can you tell?
• Personal experience and qualified speculation. We’ve
experienced some of the oppositions in previous project
experience.
IGPS I | TSD802 | assignment 03 |
HT_2011
10. CHALLENGES
What are the short-term problems?
• Unforeseen expenses
• Difficulties in finding or securing clients
IGPS I | TSD802 | assignment 03 |
HT_2011
11. CHALLENGES
What are the medium-term problems?
• Team members quit
• Failure to meet milestones
• That we cannot achieve the conditions of satisfaction
• Hire contractors that do not fulfill their contracts
• Discredit to the team
IGPS I | TSD802 | assignment 03 |
HT_2011
12. CHALLENGES
What are the long-term problems?
• Bad contracts with clients
• Unforeseen expenses
• Team member quits
IGPS I | TSD802 | assignment 03 |
HT_2011
13. ABILITIES
What capacities equip us to face the problems?
• We’ve become organized in our work over the years of
collaborating together
• We are not alien to work long hours
• We have the extensive network of Science Park Gotland
• Access to experienced people within the Gotland University
• Personal contacts
IGPS I | TSD802 | assignment 03 |
HT_2011
14. ABILITIES
What resources are available?
• Four individuals with equally balanced competences; two
programmers and two artists
• Computers with internet access, Office space
• CSN currently supports our living expenses
• Company expenses will be covered by ourselves
• We are working without a salary
IGPS I | TSD802 | assignment 03 |
HT_2011
15. ABILITIES
What external influences support our
ambitions?
• Showcasing projects potential for investment purposes are
established throughout the creative industries. Ranging from demos
to pilot episodes
IGPS I | TSD802 | assignment 03 |
HT_2011
16. STRATEGY
What Milestones can be set?
• Period 01. 04 Oct.2011 | 31 Oct.2011 : Conceptualisation
• Period 02. 01 Nov.2011 | 28 Nov.2011 : Project Design
• Period 03. 29 Nov.2011 | 09 Jan.2012 : Project Pre study
• Period 04. 10 Jan.2012 | 03 Feb.2012 : Project Iterations
• Period 05. 06 Feb.2012 | 01 Jun.2012 : Project Demo
Completion
IGPS I | TSD802 | assignment 03 |
HT_2011
17. STRATEGY
What responsibility areas can be defined?
• Niklas: Project-/Technology- management; Technical asset
production; Communication & Documentation
• Johnny: Artistic asset production; Task management/SCRUM
master; Human Resources
• Casper: Marketing & PR; Quality Assurance & Testing
• Petter: Economics
• Clients: Project Design; Art Direction
IGPS I | TSD802 | assignment 03 |
HT_2011
18. STRATEGY
What key risks must be mitigated?
• Time consumption per responsibility area
• Capacities per responsibility area
• Resources per responsibility area
• Validity of your assumptions and predictions
IGPS I | TSD802 | assignment 03 |
HT_2011
Editor's Notes
Cry Wolf Studios consists of four individuals that worked together in the same team in several projects. These projects were developed during our education at Gotland University. We used to challenge ourselves as much as possible in these projects. We always created our own game engines instead of using commercial ones. We took on as challenging projects as we thought we could handle, and a lot of times they were more than we could handle. You could say that we used to be a group of students preparing ourselves four our individual careers.Now, we realized that we wanted to continue working together and thought that we should try and make a living out of it.We then started a company called Cry Wolf Studios ek.för. We strive to be professionals by making small games and vertical slices for clients in the gaming industry. We work in relatively small iterations in order to reflect on our process and constantly becoming more professional in working as a team.We already have one client which will enable us to create a business case, and in 6 months we will hopefully be ready to bring in another client.
We want Companies that need external competences to create vertical slices for funding to support our vision. They get a visualization of their ideas, in order to sell/create the idea. Without spending an enormous amount of their own resources,they can get an appreciation of whether or not a concept is pursuable, and use the slice as a marketing asset.If more clients want our services in the future based on the reputation we have gained during previous business deals we’ll get a confirmation that we did a god job the last time.
Working together towards realizing our vision will produce good practices through cliental activities. Enhancing our knowledge with project management methods like scrum will effectively increase our skill sets in relation to our work. Since we are in the position of working in short duration developments, we do not commit to the long term obligations and risks that could arise in longer projects. Also since we in time will utilize freelancers for our projects, we can take in and learn from industry professionals temporally out of work.The value of each project is evaluated in beforehand. The financial potential will be estimated on the size of the project. And the overall potential will go somewhat hand-in-hand with the game industry itself. If the industry is having a dip, we will probably experience a dip in clients as well.
To new stakeholders, we can offer to work ‘white label’. No one will know that we worked on the project. But to get that, they will have to pay more money.We can get good industry reputation and contact with possible future clients.With us making only vertical slices, we miss out on potential payments if we were to finish the projects against getting the money in beforehand. But at the same time we miss out on the potential losses that projects like that could give.We give up on the personal satisfaction of seeing a product to its end against working on a multitude of project. The investing clients will have to provide us with a concept and scope before signing us as their contractor, and they will have to occationally provide us with conditions of satisfaction for the product.
What is the best case scenario then? We made a number of different scenarios and this is the one we settled with. The best case scenario for us would be that we achieve contact with a potential client. We, as their contractor create a budget and make a proposal on how much money we need to do the vertical slice and at the same time make profit.The proposal is accepted, contracts are written and we get the money we need. With that money, we buy the necessary development assets to complete the product, freelance contractors included. When the product is completed, we gain reputation that might lead to other opportunities.
Short term complications could be unforeseen expenses. And this is could be a problem in all the stages of development. Another one could be that we could have problems in finding and securing a client in the beginning.
We are estimating that in this period we should be in full production. If a team member quits at that time, it will be bad. Failure to meet our milestones could be a problem in our first projects when we want to build up a reputation. The same goes if we cannot meet our client’s conditions of satisfaction. It will also be a problem if we hire external resources to create ingame assets for us if they don’t do their job. Among other things, All of this could discredit the team. No one wants to work with a team with bad reputation.
A bad contract with a client would not be good at the end stage of a production if they don’t fill their end of it. And same here with the unforeseen expenses that is never a good thing. If a team member quits, it’s not as bad as in medium-term – but still bad.
We’ve become organized in our work over the years of collaboration, and strive to become ever more professional in our line of work. During our previous projects and education we’ve gathered the expertise we feel necessary to take on projects and meet the expected standards accordingly. To a certain extent we have the ability to pick up tasks and meet their set standards, due to our shared disciplines. We are not alien to the idea of working long hours to meet milestones, should it be necessary. We are determined to maintain a good reputation in the industry, any temporary dip in credits we would work hard to remove. To overcome business-related obstacles, we have personal contacts with company experience which we can ask for advice. These personal contacts are coupled with Science Park Gotlands extensive network of industry professionals and advisors. We also feel our university have several competent people from which we can gain valuable advice, especially in the development process.
We are a team of four, our projects will initially be balanced to our competences, but as we grow as a company, we plan to hire human resources to complement our development process.We have computers, firm internet access and office space.CSN supports our living expenses, any company expenses we cover ourselves. We are currently working without salary.
Here are the different milestones we have set in our project. Project iterations might be a little longer than February 2012 though. We’ll get more proper dates as soon the pre-production phases are completed.
These are the different responsibility we have in the company.
Time consumption per responsibility area:Working with SCRUM we will actively work to balance and improve on streamlining our work iteratively. Capacities per responsibility area:Since we are so few, we will actively do small checks if we can handle the task at hand. If we can not do that, we will have to do research. Resources per responsibility area:Since we are so few, we will be busy enough Validity of your assumptions and predictions:We will actively log our process with SCRUM. That will give us better predictions and time assumptions. Throughout the project we will have continuous risk mitigation updates to always know the risks that we face. Along with this, there are more risks that need to be mitigated. We will have continuous risk management throughout our projects.