…or how to make a game for free karl magnus troedsson – executive producer

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…or how to make a game for freeKarl Magnus Troedsson – Executive Producer

WHO AM I?

Over 21 million sold

Create high quality games!

Be really profitable!

Have fun while getting there!

June ‘09XBLA, PSN &

PC$15

BetaPC

Free 2 Play

“Winter”X360, PS3 & PC

$60

Delivering the best in online warfare since 1942

Three unique games each offering a AAA multiplayer experience

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 with 2 people

Apr: Prototyping 3-5 people

May-Jun: First production 10 people

Jul: Vacation!

Aug-Oct: Production ramp up 5-15 people

Nov-Apr: Production and finalling ramp up 15 people

May: Finalling 10 people

Project built with time that otherwise would have been wasted

Digital distributionXbox Live ArcadePlaystation StoreEA Store + other 3rd party PC channels

Competitive price point$15 price point1200 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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