1 / 24

…or how to make a game for free Karl Magnus Troedsson – Executive Producer

…or how to make a game for free Karl Magnus Troedsson – Executive Producer. Who am I?. Over 21 million sold. Create high quality games! Be really profitable !. Have fun while getting there!. Three unique games each offering a AAA multiplayer experience.

nam
Download Presentation

…or how to make a game for free Karl Magnus Troedsson – Executive Producer

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


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

  2. Who am I?

  3. Over 21 million sold

  4. Create high quality games! Be really profitable! Have fun while getting there!

  5. Three unique games each offering a AAA multiplayer experience Delivering the best in online warfare since 1942

  6. 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!?”

  7. 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.”

  8. Use “free” people in between projects Create a bite sized Battlefield experience Package and sell in a new way Take inspiration from original BF1942

  9. 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

  10. May-Jun: First production 10 people Aug-Oct: Production ramp up 5-15 people Mar: Concept started with 2 people May: Finalling 10 people Apr: Prototyping 3-5 people Jul: Vacation! Nov-Apr: Production and finalling ramp up 15 people Project built with time that otherwise would have been wasted

  11. Digital distribution Xbox Live Arcade Playstation Store EA Store + other 3rd party PC channels Competitive price point $15 price point 1200 Microsoft points A bite sized experience – distribution method and price to match

  12. 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

  13. 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

  14. 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

  15. Questions?

More Related