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Console Games: An Overview

Currently working on two next generation projects (Xbox 360 and PlayStation 3) ... Games cost more and take longer to make (24 36 months, 5-10 million dollars) The game ...

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Console Games: An Overview

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    Slide 1:Console Games: An Overview

    Presented By Chris Ulm Chief Design Officer

    Slide 2:Overview

    About High Moon Studios About “Darkwatch” Current Console Development The Next Generation

    Slide 3:About High Moon Studios

    Established in 2002 Headquartered at state of the art studio in Carlsbad in San Diego County, California Independent studio with staff of approximately 100 developers Focus is on original I.P.: new worlds, stories and gameplay concepts created on franchise scale Worlds Of High Moon trailer

    Slide 5:About “Darkwatch”

    High Moon’s debut property is “Darkwatch” Action horror first-person shooter video game Original premise blends Vampire and Western genres Platforms: Sony PlayStation 2 and Microsoft Xbox Published by Capcom Entertainment Premieres August 2005 “Darkwatch” Gameplay trailer

    Slide 7:Future Projects

    High Moon Studios Turning focus completely to next-generation consoles Currently working on two next generation projects (Xbox 360 and PlayStation 3) Third project is another original I.P., currently in pre-production phase

    Slide 8:Some Facts And Figures

    Top 17 companies in the industry reported fiscal 2004 revenue of 24.5 billion dollars. Forecasts from DFC Intelligence predict worldwide combined sales of online, PC and console entertainment revenue to exceed $40 billion by 2009.

    Slide 9:The Current Generation

    Three current generation hardware platforms, sold primarily in North America, Europe and Japan. Sony PlayStation 2 (90 million shipped worldwide– achieved this milestone two years before PS1 did) Microsoft Xbox (21 million shipped worldwide -Xbox’s primary market is North America, with some penetration in Europe and minimal in Asia) Nintendo GameCube (18 million shipped worldwide)

    Slide 10:The Current Console Audience

    Still mostly male Growing older Average age of gamers is 29 yrs. old (Entertainment Software Association) Console skews younger (20-25 yrs. old based on most estimates) Demanding more mature content “M” rated games accounted for 12% of all software in 2002, up from 10% in 2001

    Slide 11:Current Industry Trends

    Games cost more and take longer to make (24 – 36 months, 5-10 million dollars) The game industry is consolidating around larger publishers. Product innovation is declining as financial risks mount.

    Slide 12:Product Innovation and New Concepts

    Only 7 of the top PS2 titles in 2003 were new IP. No more than 7 new IP titles have been in the top 50 in any year since 1999 As a result, there is a heavy reliance on pre-sold franchises, licenses and sequels.

    Slide 13:Next Generation Consoles

    All consoles are backwards compatible Microsoft Xbox 360 (Fall, 2005) $300 25-40 titles expected by YE Sony Playstation 3 (Spring 2006) $369 Nintendo Revolution (mid-2006)

    Slide 14:Capabilities Compared

    Sony PS1 (34-38 Mhz, 4 mb ram) Simple worlds, characters and gameplay “Spyro the Dragon” CD player Sony PS2 (295 Mhz, 32 mb ram) Better graphics, Larger more expansive worlds with some physics and simple simulation “Grand Theft Auto 3” DVD player Sony PS3 (3.2 GHz, 512 mb Ram) Photo-real graphics and simulated worlds “Blue-ray” High Definition DVD, Bluetooth

    Slide 15:The Next Generation Transition

    All current generation trends will likely continue: Higher costs Longer development times Higher expectations from audience

    Slide 16:Next Generation Opportunities

    As a medium, developers will be able to create more fully realized interactive and emotional experiences. In game characters will be ever more aware, lifelike, communicative and intelligent. Online gaming is now a standard aspect of the console gaming experience.

    Slide 17:Challenges

    Innovation in a risk-adverse business climate Building truly emotional experiences with the new horsepower rather than more of the same. Broadening the videogame playing demographic.

    Slide 18:Contacts

    Presentation contacts: Chris Ulm, chief design officer, High Moon Studios, Inc. culm@highmoonstudios.com Rory McGuire, “Darkwatch” designer, High Moon Studios, Inc. rmacguire@highmoonstudios.com Press contact: Meelad Sadat, director of P.R., High Moon Studios, Inc. (760) 448-3061 meelad@highmoonstudios.com Don’t miss the Darkwatch demo this afternoon. Thanks for your time!

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