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Beach …or how to make a game for free Karl Magnus

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Beach …or how to make a game for free Karl Magnus Powered By Docstoc
					…or how to make a game for free
    Karl Magnus Troedsson – Executive Producer
WHO AM I?
Over 21 million sold
Create high quality games!

   Be really profitable!




Have fun while getting there!
    June ‘09                    Beta                     “Winter”
 XBLA, PSN & PC                  PC                  X360, PS3 & PC
       $15                   Free 2 Play                  $60

     Three unique games each offering a AAA multiplayer experience




Delivering the best in online warfare since 1942
                           From one DD to another:

“The studio isn’t running at high enough capacity in between the big projects! Too
    bad the other teams can’t just take on more resources. Wouldn’t it be great if
               we actually could utilize the slack to build something!?”
                      From one Producer to another:

“We seriously should consider making a Battlefield 1943 with our new Frostbite
  engine. The idea of Tiger tanks crashing through forests and P51’s duking it
   out in the skies is just to sexy not to dream about. We could take the maps
     from 1942 and rebuild without too much redesign. No singleplayer, only
                            multiplayer… old school style.”
Use “free” people in between projects
Create a bite sized Battlefield experience
Package and sell in a new way
Take inspiration from original BF1942
Back to basics – an accessible game
Bring back the dog fights!
Use an inviting art direction
Implement Conquest mode
Online multiplayer only!
Three familiar Pacific levels: Wake Island, Iwo
  Jima, Guadalcanal
Mar: Concept started    May-Jun: First            Aug-Oct: Production              May: Finalling 10
with 2 people           production 10 people      ramp up 5-15 people              people




            Apr: Prototyping     Jul: Vacation!             Nov-Apr: Production and
            3-5 people                                      finalling ramp up 15 people




              Project built with time that otherwise would have been wasted
Digital distribution
    Xbox Live Arcade
    Playstation Store
    EA Store + other 3rd party PC channels


Competitive price point
    $15 price point
    1200 Microsoft points




         A bite sized experience – distribution method and price to match
Embracing (resource) limitations

Open ended project – no set end date

Exceptionally clear vision and scope

Comprehensible scope is very motivating

Nailed core mechanics early on – fun game – happy team

Synergies with other Frostbite projects
Difficult planning with irregular resources

Had to fight for people once the ball got rolling

Certain areas have suffered from late scope changes

Lack of tech support made other areas suffer e.g. technical art

Deliberately taking on risks from other Frostbite projects
With the right focus you can achieve a lot with small means

There are innovative ways to build something fresh on existing tech

Small bets can turn into something big

Play it in June 2009
Questions?

				
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posted:12/21/2011
language:English
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