Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
2. From the Program: Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
3. Who is this guy? 20 Years Hobbyist/Corporate Programming Experience Former Community Design & Management Consultant Former Game Analytics & Design Consultant Began Indie Game Development in 2009: Fantastic Contraption Space Squid Protonaut SteamBirds ATC Blitz Dozens of failures
12. Protonaut: ~$5,000 Over-ambitious Didn’t play-test the gameplay early enough Might have succeeded with better marketing, or perhaps better level design Character design didn’t resonate Spent too long on development
15. Failures can be avoided,if you can acknowledge you make mistakes
16. What’s Wrong? Lack of character identification Lack of consistent game direction Weak core mechanics Not releasing early enough Not enough user testing Lack of target market Lack of in-depth metrics Failure to monetize
26. What’s Wrong? Lack of character identification Lack of consistent game direction Weak core mechanics Not releasing early enough Not enough user testing Lack of target market Lack of in-depth metrics Failure to monetize
31. State of the Flash Industry Hundreds of new games per day
32. State of the Flash Industry Hundreds of new games per day, but they: Lack character identification Lack consistent game direction Have weak core mechanics Lack polish No user testing Lack a target market Lack in-depth metrics Fail to monetize
33. State of the Flash Industry Hundreds of new games per day, but they: Lack character identification Lack consistent game direction Have weak core mechanics Lack polish No user testing Lack a target market Lack in-depth metrics Fail to monetize The sellers make $1,000 - $3,000 average lifetime revenue
34. State of the Flash Industry Hundreds of new games per day, but they: Lack character identification Lack consistent game direction Have weak core mechanics Lack polish No user testing Lack a target market Lack in-depth metrics Fail to monetize The sellers make $1,000 - $3,000 average lifetime revenue (!!!!!!!!!!!!!!!!!!!!!)
35. State of the Flash Industry Hundreds of new games per day, but they: Lack character identification Lack consistent game direction Have weak core mechanics Lack polish No user testing Lack a target market Lack in-depth metrics Fail to monetize The sellers make $1,000 - $3,000 average lifetime revenue (!!!!!!!!!!!!!!!!!!!!!) ONLY 2 WEEKS TO MAKE!!!!!!! (??!!!) (ToT )
36. Business Model “Sponsors are willing to pay for (IMO) crappy, ‘unfinished’ games… So why don’t I sell them my prototypes?”
37. A Marketable Prototype will generate a fan-base for sequels will give critical feedback on gameplay will help shape the future of your franchise will fund future development requires minimal effort
41. The Dev Cycle of SteamBirds Day 1: Core technology Day 2: Gameplay Days 3 through 90: Iteration, user testing, and polish Total Dev Hours: 1 month (full time)
44. Marketing Word of Mouth Only effort put in: Music & Trailer Trailer was designed specifically for sponsors (targeted mareting) Was broken into three distinct segments to tell a story Very fast paced Wasn’t trying to impress players: was trying to impress sponsors
45. Finding a Primary Sponsor Flexibility was a must Generous up-front terms Establishing a rapport and relationship with the sponsor Secondary Licensing and Distribution Ad revenue
46. Feedback “Educational! There’s history and trajectory physics.” – NoThln6n3zZ “Also, it’s awesome how everything stops every few seconds while you figure out what to do next, like in life.” – Egoid “Can’t tell if this follows real history or not.” – Tee3
50. But the Formula still wasn’t perfect… Not enough content Gameplay didn’t vary enough Players demanded access to the planes they were fighting against The high score tables weren’t granular enough No easy way to share with friends No Multi Player
51. But the Formula still wasn’t perfect… Not enough content Gameplay didn’t vary enough Players demanded access to the planes they were fighting against The high score tables weren’t granular enough No easy way to share with friends No Multi Player
53. Reasons to NOT Jump on Multiplayer: We didn’t own our fan base Poor player retention Haven’t tested alternate platforms UI could use some work A ton of data now exists on user experience Lack of Monetization (still!) Solid gameplay, but not perfect gameplay MOAR EXPERIMENTS NEEDED
54. Even in the midst of success,You have to understand how you have failed
55. SteamBirds: Survival Endless, auto-generated semi-random levels Per-plane high scores Two dozen planes to fly MicroTransactions Better integrated plot Updated UI Social Media Marketing
66. SteamBirds: Survival MicroTransactions Alone: ~$ 8,000 Primary Sponsorship : ~$10,000 Misc. Other : ~$ 5,000 Owning your Fan-Base : PRICELESS There are some things in life money can’t buy etc etc
68. SteamBirds: Mobile Editions Very well received by the players Earned approx. $125,000 for both platforms (!) Reached #11 in iPad Game Top Charts
69. Awards! IndiePub: Game of the Year (Android) [+$25K!] JayIsGames: Strategy Game of the Year Flash Game License: Game of the Year Flash Game License: Most Original Game The Mochis: Shooter of the Year (CROSSING FINGERS)
71. After all this, we’re finally able to make the game we want to make
72. Why we are ready to advance: Able to ask for help User retention: addressed Micro-Transactions tested Multi-Platform development tested Social Media Marketing in place Refined UI Seed Money Strategic Partners We own the fan base
73. The Future… DanC and Andy, Gazing fondly upon the release of SteamBirds 2