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Presenter: André Thomas, Lecturer, Department of Visualization, LIVE Lab / Texas A&M University In this talk I will share our experience designing and developing a proof of concept for a learning game in a research lab and taking it all the way to a full product. During the talk we illustrate our experience in setting up a spin-off company from the university and will talk about pitfalls and lessons learned along the way.
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From Research Lab to Commercial Product
Overview • How it all started • The games we’re making • Demo of ARTé – Mecenas • The business of making games
Disclosure • Not fully to market • Based on our own experience with 2 games: • ARTé – Art History • Variant - Calculus
Why make a game? • Full context of Art history couldn’t be covered in survey class
Why make a game? • High number of students drop out or switch out of Calculus
Our Lab – LIVE Lab • 20 high end PC’s • PS3, PS4, XBOX 360, XBOX1, WiiU • Software: Unity, Unreal, CryEngine, Phaser, Game Maker, Houdini, Maya, Adobe Creative & Production suite • Artists, programmers, designers
Starting a Game 1. Assembling the team 1. SME, Instructional Designer, Game Expert 2. Student Learning Objectives (SLO) 3. Assessment of SLO’s 4. Requirements – online, mobile, multi- player/single player
Starting a Game 5. Ideation 6. Proof of concept – paper prototype, board game, card game Test Research 7. Prototype – electronic version of first playable Prototype Ideate 8. Demo – vertical slice of game (full graphics, playable, testable)
Does the game work? Testing for learning outcomes Testing for entertainment/fun value - LIVE lab - Classroom - FSU (Study)
Does anybody else care? • Market testing • Classroom testing Teachers Students
Is it a full game? • Sound • Cut scenes • QA • Back end • Support
How to create a full game? • Do we have the talent? • Where can we get the talent? • Can we contract it out? • How much is it going to cost? • How much time does it take to finish?
We need a studio! • Who owns the IP? • Do we want full control? • Can our lab deliver a full product? • Who can be strategic partners?
Setting up our own studio • Building a business plan • Identifying the right employees • Finding advisors • Getting it off the ground
Design and develop high quality interactive learning experiences that are backed up by research!
Funding the studio • Using our own money • Friends & Family • Kickstarter? (overhead of keeping hundreds of ‘investors’ informed • Angel funding • VC funding • Grants (SBIR)
Business Model LIVE Lab Publisher •Ideation •Design •Proof of Concept •Product Development •Sales & Distribution •Prototype •Testing •Evaluation •Marketing •Sales •Support LIVE Lab Triseum
Self Publishing • Can we go it alone? • Google Play, iTunes, Windows store, Steam • How about Marketing? • Do we need a sales team?
Working with a publisher • What is our expertise? • Do we want to spend time and money on publishing or developing? • Choosing our partner What do we want from the partnership?
Creating a sustainable business • 1 game does not make a sound business • Long lead times for R&D • People – Products – Profit