Post on 27-Dec-2015
transcript
Acquisitions, a Publisher’s Perspective
Andrew WaferLead Games DesignerExternal Development StudioAndreww@codemasters.com
Getting past the initial selection process…
Who Are Codemasters?
Codemasters is an international developer and publisher of quality video games for Console and PC. Codemasters currently employs over 380 personnel with plans for further expansion. We have offices in the USA, France, Germany, Spain and Holland. Headquarters are located in central England.
Why Should You Listen to Us?
• Established in 1986
• More than 1000 weeks at number 1 in various UK Charts
• Over 60 No.1 hits across Europe
• Continuous sustained growth throughout company history
Codemasters Development Philosophy
• Understand what gamers want now and in the future.
• Constantly examine the evolving marketplace.
• Maintain our commitment to gaming excellence.
• Strive to ensure each title is a worldwide hit.
What a good Publisher Should Provide
• Continual development support and quality assurance facilities
• Established branding• Strength in the international market place• Financial backing• Project management assistance• Game design guidance• Comprehensive marketing, advertising and Web
package• Maximum exposure for your company and game• Global distribution
The Importance of Theme
• How popular is the basic theme of your concept?– Is it a license?– Is it a fresh and unique idea?
• How accessible is the theme?– Will the average gamer be familiar with it?
• Who is your target audience?– Have you done any market analysis?– Why will they want to buy into this theme?
Obvious Pitfalls
• Your idea might not be cool just because you think it is– How many people have you discussed it with?– What has been the general response?
• Will your idea work as well outside your own country?– Many themes are only popular within specific
territories.
The Competition
What are your concepts direct competitors?– Have you played all other relevant titles?– Have you looked at what’s on the release schedule
for the next year?– What are you going to be doing that’s different to
them?– More importantly, what are you going to be doing
that’s better than them?
A Vision for Your Game
• The Vision Document– Do you have a short concise vision document for
your game?– Can you explain the hook in a few words?– Do other people get excited about your game?
Unique Features
• What is going to make your game concept stand out in a meeting?– Publishers may see hundreds of games in just a few
months. How will they remember yours?
• What are the unique features of your game?– What can your game do that no one else’s can?
What Type of Game are You Making?
• If your game has a story have you considered:– An act structure or other narrative discipline (story arcs
etc).– How much depth there is to it.– How much freedom you give the player within the
story.– Is central character a person player’s will want to be.
What Type of Game are You Making?
• If your game is an action game have you considered:– If your concept is different from the rest of the
crowd. – At the time of release can it compete with the best in
terms of graphics and gameplay?
What Type of Game are You Making?
• If your game is a sports game: – If there is an available license for the sport you are
simulating.– If so have you pursued that license?– If your physics model can accurately re-create this
sport.– How much you and your team actually know about
this sport. Do you have access to an expert?– Does the sport translate well to a video game?
Other Important Considerations
• Is your concept one that would be immersive? Will it draw the player in?
• Have you considered potential for sequels? Obvious scope for sequels can be attractive to a potential publisher as it gives greater long term potential to the game.
• Is your concept fun?– Don’t get too rapped up in the theme to forget this!– Can you explain what’s fun about it?
Why Do We Need a Design Doc?
• So you can plan your project and allocate resources to your team
• So your team has a shared vision of what you are trying to make
• So the publisher can accurately market and position your game
The Design Document
• How complete is your design documentation?– Does it contain enough detail?
• Setting and/or plot• Characters?• A.I. Specification• Physics• Game mechanics• Control systems• Aesthetic look• Mission design• Sound design• Menu flow and OSD structures
Which Format?
• Have you considered what platforms your game would suit?
• Is the concept tailored for that specific platform’s user base?
• How scaleable is code between different platforms if you are considering a multi-platform development?
Technology Demonstration
If you’ve never had a published title before you will need to demonstrate some technology, even if it’s just a prototype.
What we want to see:• A solid core gameplay mechanic• Great Graphics (or potential for)• Innovative features• An example mission or part one
Studio Tour
If a publisher is interested in what you have to offer they will want to see your studio and meet your team. Your team may need to show what they are working on and demonstrate a level of expertise. You should prepare your team for this.
Staffing Plans
• Have you considered your staff requirements for the duration of the project?
• Are your staff qualified and experienced enough to make the game you want to make?
• Do you have a dedicated project manager to run your project?
Additional Resources
• What do you think your weak areas are?• Do you have a solid understanding of
the development process?– Milestones etc,
• What areas of development (if any) do you need assistance with?– Music– Voice-overs– FMV out-sourcing– Video footage licensing
Codemasters External Development
• Project planning assistance– Dedicated full time development manager on your
project.– Dedicated Assistance Development managers.
• Game Design expertise– Dedicated game designers to work with your team,
strengthening your games appeal.
• Development support– Capable of dealing with a wide variety of different
products.