…or how to make a game for free Karl Magnus Troedsson – Executive Producer.
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Transcript of …or how to make a game for free Karl Magnus Troedsson – Executive Producer.
…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?