IT'S A JUNGLE OUT THERE! How a simple 10 point plan can help you launch your ...Giuliano Cremaschi
A keynote I held at the 2013 Shared Gems Game Design Seminar in Helsinki, Finland, on May 7 (http://sharedgems.fi/info-in-english/).
----
Indie startups often focus all their efforts into making their first game an awesome one, and that is good.
However, often they also don't plan the basics first: channel, platform, genre choice based on target group, business model, and so on. The things that should steer game development from the very beginning.
This simple checklist, gleaned from the experiences of our Finnish indie Cute Attack and our first game Captain Clumsy, might help other indie startups plan their effort and focus better, thus increasing there chances of success in the overcrowded App markets.
Cracking Japan: How Foreign Developers Can Enter the World’s Most Lucrative M...Dr. Serkan Toto
I gave this presentation during Casual Connect 2015 in August in San Francisco, USA.
The slides cover various aspects of the Japanese mobile gaming industry and how foreign developers can enter it.
Nintendo investment thesis before the launch of Switch James Chin-Kai Yeh
A rough analysis on Nintendo's business and it's brand new console before the launch. The best timing to bet on the success of new console is the first year of its life cycle. There's updated slides to this because slideshare does not allow re-upload anymore
IT'S A JUNGLE OUT THERE! How a simple 10 point plan can help you launch your ...Giuliano Cremaschi
A keynote I held at the 2013 Shared Gems Game Design Seminar in Helsinki, Finland, on May 7 (http://sharedgems.fi/info-in-english/).
----
Indie startups often focus all their efforts into making their first game an awesome one, and that is good.
However, often they also don't plan the basics first: channel, platform, genre choice based on target group, business model, and so on. The things that should steer game development from the very beginning.
This simple checklist, gleaned from the experiences of our Finnish indie Cute Attack and our first game Captain Clumsy, might help other indie startups plan their effort and focus better, thus increasing there chances of success in the overcrowded App markets.
Cracking Japan: How Foreign Developers Can Enter the World’s Most Lucrative M...Dr. Serkan Toto
I gave this presentation during Casual Connect 2015 in August in San Francisco, USA.
The slides cover various aspects of the Japanese mobile gaming industry and how foreign developers can enter it.
Nintendo investment thesis before the launch of Switch James Chin-Kai Yeh
A rough analysis on Nintendo's business and it's brand new console before the launch. The best timing to bet on the success of new console is the first year of its life cycle. There's updated slides to this because slideshare does not allow re-upload anymore
Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait UsageDr. Serkan Toto
This is a presentation on the status quo of the Japanese gaming market and examples of portrait usage of local celebrities in video and mobile games at the IBA (International Bar Association) 2014 conference in Tokyo on October 23, 2014.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
Big Fish, small pond - strategies for surviving in a maturing market - Ed BidenWooga
Quo Vadis Conference Berlin 2015
Mobile games have never been more competitive. Production values and marketing costs are ever increasing and the top grossing charts look strangely similar to the year before. So how can developers maximize their chances of success in such a tough market? Is it better to clone a hit or innovative wildly? Should they focus on one genre, or dabble in many? Ed draws on extensive market analysis and experience developing games to explain why selective innovation is the key to success.
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
Japan’s Gaming Market 2014: Status Quo & Examples Of Portrait UsageDr. Serkan Toto
This is a presentation on the status quo of the Japanese gaming market and examples of portrait usage of local celebrities in video and mobile games at the IBA (International Bar Association) 2014 conference in Tokyo on October 23, 2014.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
Big Fish, small pond - strategies for surviving in a maturing market - Ed BidenWooga
Quo Vadis Conference Berlin 2015
Mobile games have never been more competitive. Production values and marketing costs are ever increasing and the top grossing charts look strangely similar to the year before. So how can developers maximize their chances of success in such a tough market? Is it better to clone a hit or innovative wildly? Should they focus on one genre, or dabble in many? Ed draws on extensive market analysis and experience developing games to explain why selective innovation is the key to success.
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
1. Presented by : Hazim Banjar
Student
P D 0 9 0 1 0 2
ID
1/22/2012
2. Video gaming becoming mainstream
Average age of video gamers in the US: 37
Gender breakdown: 58 percent men; 42
percent women
Percentage of US households that play video
games: 72
global video game industry in 2010 pulled in
$56 billion. number is expected to reach $82
billion a year by 2015,
3. The traditional (retailed and boxed games)
gaming industry is losing its charm:
1. Large numbers of layoffs and studio closing
2. shrinking (Japan) and non targeted markets
(China – South Korea)
3. Video game Retail sales dropped 8%
4. Middle budget publishers struggles (SEGA, THQ)
5. Cost of game development is extremely high
4. Lack of innovation
Majority trapped as work for hire
Losing IP rights
Spending too many years on making a game
the Shigeru Miyamoto’s (worker) mentality
is no longer acceptable
5. Example:
$10 Million video game title budget
Selling 1 Million units for $60
$60 Brake down -:
-$12 for retail
-$12 for hardware console royalties (SONY – Nintendo –
Microsoft)
-$10 for recapture recoupment of reinvestment in R&D
-$9 15% of marketing add spending
= $17 profit for publishers . Development royalties $ ??
6. High Risk High Risk
High
• Console gaming • MMO gaming
C
A
P
I Medium Risk low Risk
T
A • Browser social gaming • OS smart phone and
L tablets Gaming
Low PROBABILITY High
7.
8.
9. For Consumers For developers
1. Cultural issues 1. Low cost budget, less time
2. Engaged at very small age 2. 70% profit from the value
3. Digital purchase one time chain
only 3. No need for publishers
4. Free to play or less than 4. Keeping the IP
$10 to buy 5. High volume
5. Easy recovery 6. It’s ok to fail
7. Opportunities to JV with
non gaming related
industry
8. Low piracy rate
10. Strength Weakness
Owning the IP Lack of business mentality
Creativity lack of staff or outsource dependent
No due date pressure
Self-publishing ability
Game development experience
Fast adaption to industry changing
conditions
Opportunities Threats
M&A. Work for higher opportunities Significant competitor presence
Low entry barrier level and Cost corporate publishers. free-price cut
development strategy
Funding access Fragmentation
Lower risk High Freemuim rate
Expanded adaption rate of smart phones Patent lawsuit wars between
in developed countries smartphone companies
Rise of social games and new genres Uncertainty
11. The iOS and Android alone are getting 58% share of
the US portable game software market
12. Adapt:developers have to adapt using OS
SDK’s to make games. They can start by using
programs that are similar and familiar to the
developer.
Improve: unlike traditional games. Smart OS
platforms games (if not imported from a
traditional platform) have to be improved and
updated on a constant basis
Implement: the final phase after a successful
production .
13. • Needs, • price stisfy
games on
the go
Customer Cost
Communic
Convince
ation
• app • facebook, t
store, E- witer etc
portal
14. Experiment for future opportunities
Think beyond video games
Cross platforms
Make HTML5 games
The feedback of your games is always true