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Post-Mortem Keeping Yourself Honest In Game Design
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.
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
First Game Experience…
Fantastic Contraption (by Colin Northway)
Fantastic Contraption (by Colin Northway)
“I CAN DO THIS!”
Space Squid
Space Squid
But That’s OK!
Protonaut
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
“But FC got lucky…”
“There is no Luck”
Failures can be avoided,if you can acknowledge you make mistakes
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
What’s Wrong? Lack of character identification
What’s Wrong? Lack of consistent game direction
What’s Wrong? Weak core mechanics
What’s Wrong? Not releasing early enough User testing is one thing.. But what will the market say? Where are you funding future development?
What’s Wrong? Not enough user testing NOT your co-workers NOT your friends NOT people you know NOT people that like you ESPECIALLY NOT YOURSELF
What’s Wrong? Lacking a target market Not understanding the SIZE of your market
What’s Wrong? Lack of in-depth metrics Other games:60% Mute Rate SteamBirds:5% Mute rate
What’s Wrong? Failure to monetize
What’s Wrong? (BONUS) Not leveraging your own IP
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
With this in Mind…
SteamBirds
SteamBirds Ongoing sales and ad revenue a year later … But was only a market test. The “Real deal” was yet to come…
But First, Let’s Sidetrack for a Minute
State of the Flash Industry Hundreds of new games per day
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
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
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 (!!!!!!!!!!!!!!!!!!!!!)
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 )
Business Model “Sponsors are willing to pay for (IMO) crappy, ‘unfinished’ games… So why don’t I sell them my prototypes?”
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
Common Delusion:Thinking you can do it all yourself.Well.
A little help here? Be able to identify where you need help Surround yourself with talent Find partners on a per-project basis
How SteamBirds Was Made
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)
Polish is Incredibly Important
“SexyPlane” “SteamBirds” Polishing the Game
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
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
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
The REAL Feedback ~$40,000
The SUPER REAL Feedback ~$40,000 Mentions on: Penny Arcade The Escapist Joystiq Kotaku Gamasutra IndieGames.com Rock, Paper, Shotgun
SteamBirds Revenue Breakdown
But the Formula still wasn’t perfect… Not enough content Gameplay didn’t vary enough Players demanded access to the planes they were fighting against The high score tables weren’t granular enough No easy way to share with friends No Multi Player
But the Formula still wasn’t perfect… Not enough content Gameplay didn’t vary enough Players demanded access to the planes they were fighting against The high score tables weren’t granular enough No easy way to share with friends No Multi Player
What do we do now?
Reasons to NOT Jump on Multiplayer: We didn’t own our fan base Poor player retention Haven’t tested alternate platforms UI could use some work A ton of data now exists on user experience Lack of Monetization (still!) Solid gameplay, but not perfect gameplay MOAR EXPERIMENTS NEEDED
Even in the midst of success,You have to understand how you have failed
SteamBirds: Survival Endless, auto-generated semi-random levels Per-plane high scores Two dozen planes to fly MicroTransactions Better integrated plot Updated UI Social Media Marketing
SteamBirds: Survival
SteamBirds: Survival
While this was being made…
SteamBirds: iOS Original SteamBirds Title All-new art Separate iPad version Made by SemiSecret Software
SteamBirds: Android ,[object Object]
 Re-written in FRB
 Tons of awesome effects
 Custom bonus missions,[object Object]
SteamBirds: Survival MicroTransactions Alone: ~$  8,000 Primary Sponsorship     : ~$10,000 Misc. Other                  : ~$  5,000
SteamBirds: Survival MicroTransactions Alone: ~$  8,000 Primary Sponsorship     : ~$10,000 Misc. Other                  : ~$  5,000 Owning your Fan-Base  : PRICELESS
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
And Mobile?
SteamBirds: Mobile Editions Very well received by the players Earned approx. $125,000 for both platforms (!) Reached #11 in iPad Game Top Charts
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)
Franchise Money to Date Just shy of $200,000
After all this, we’re finally able to make the game we want to make
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

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FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)

  • 1. Post-Mortem Keeping Yourself Honest In Game Design
  • 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
  • 5. Fantastic Contraption (by Colin Northway)
  • 6. Fantastic Contraption (by Colin Northway)
  • 7. “I CAN DO THIS!”
  • 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
  • 13. “But FC got lucky…”
  • 14. “There is no Luck”
  • 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
  • 17. What’s Wrong? Lack of character identification
  • 18. What’s Wrong? Lack of consistent game direction
  • 19. What’s Wrong? Weak core mechanics
  • 20. What’s Wrong? Not releasing early enough User testing is one thing.. But what will the market say? Where are you funding future development?
  • 21. What’s Wrong? Not enough user testing NOT your co-workers NOT your friends NOT people you know NOT people that like you ESPECIALLY NOT YOURSELF
  • 22. What’s Wrong? Lacking a target market Not understanding the SIZE of your market
  • 23. What’s Wrong? Lack of in-depth metrics Other games:60% Mute Rate SteamBirds:5% Mute rate
  • 24. What’s Wrong? Failure to monetize
  • 25. What’s Wrong? (BONUS) Not leveraging your own IP
  • 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
  • 27. With this in Mind…
  • 29. SteamBirds Ongoing sales and ad revenue a year later … But was only a market test. The “Real deal” was yet to come…
  • 30. But First, Let’s Sidetrack for a Minute
  • 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
  • 38. Common Delusion:Thinking you can do it all yourself.Well.
  • 39. A little help here? Be able to identify where you need help Surround yourself with talent Find partners on a per-project basis
  • 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)
  • 42. Polish is Incredibly Important
  • 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
  • 47. The REAL Feedback ~$40,000
  • 48. The SUPER REAL Feedback ~$40,000 Mentions on: Penny Arcade The Escapist Joystiq Kotaku Gamasutra IndieGames.com Rock, Paper, Shotgun
  • 50. But the Formula still wasn’t perfect… Not enough content Gameplay didn’t vary enough Players demanded access to the planes they were fighting against The high score tables weren’t granular enough No easy way to share with friends No Multi Player
  • 51. But the Formula still wasn’t perfect… Not enough content Gameplay didn’t vary enough Players demanded access to the planes they were fighting against The high score tables weren’t granular enough No easy way to share with friends No Multi Player
  • 52. What do we do now?
  • 53. Reasons to NOT Jump on Multiplayer: We didn’t own our fan base Poor player retention Haven’t tested alternate platforms UI could use some work A ton of data now exists on user experience Lack of Monetization (still!) Solid gameplay, but not perfect gameplay MOAR EXPERIMENTS NEEDED
  • 54. Even in the midst of success,You have to understand how you have failed
  • 55. SteamBirds: Survival Endless, auto-generated semi-random levels Per-plane high scores Two dozen planes to fly MicroTransactions Better integrated plot Updated UI Social Media Marketing
  • 58. While this was being made…
  • 59. SteamBirds: iOS Original SteamBirds Title All-new art Separate iPad version Made by SemiSecret Software
  • 60.
  • 62. Tons of awesome effects
  • 63.
  • 64. SteamBirds: Survival MicroTransactions Alone: ~$ 8,000 Primary Sponsorship : ~$10,000 Misc. Other : ~$ 5,000
  • 65. SteamBirds: Survival MicroTransactions Alone: ~$ 8,000 Primary Sponsorship : ~$10,000 Misc. Other : ~$ 5,000 Owning your Fan-Base : PRICELESS
  • 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)
  • 70. Franchise Money to Date Just shy of $200,000
  • 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