1 / 8

Launching a Gaming studio  in Singapore

Launching a Gaming studio  in Singapore. Challenges and Opportunities Alban Villani FOREVER YOUNG STUDIO. HOW DID WE END UP DOING GAMES?. PARTNERS. Digital & Video Advertising since 2008. Games & Gamification since 2010. Social Media Platform. Serious Gaming Gamification.

dori
Download Presentation

Launching a Gaming studio  in Singapore

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. Launching a Gaming studio in Singapore Challenges and Opportunities Alban Villani FOREVER YOUNG STUDIO

  2. HOW DID WE END UP DOING GAMES? PARTNERS Digital & Video Advertising since 2008 Games & Gamification since 2010 Social Media Platform Serious Gaming Gamification GAMING IS THE SUM OF ALL OUR EXPERTISES SIMILARITIES IN PRODUCTION Process Stress Tech constraints Innovation-driven

  3. WHY DO WE MAKE GAMES IN ASIA? $$$ FUN MOTIVATION CHANGE FAME

  4. CASE STUDY – WHAKAN STATUS • Released in Q3 2012 • http://www.whakan.com FEATURES • 50 characters to interact with • 200 collectible spells with their own illustration and animation • 5 regions to explore • Draw Runes on screen to cast spells • Original music • Digital art llustrations for the story • Back-end editor for Battle, Game Balance and Map positioning

  5. CASE STUDY – RESULTS RECOGNITION COMMERCIAL • 4.5 STARS worldwide (400+ 5-Stars) • 1,000 fans on Facebook • Spotted by major publishers: GREE, DeNA, GAMEVIL, GUMI • Spontaneous reviews • Investor deal for Whakan’s sequel to be officially announced in July 2013 • 100,000+ downloads • 90% Freemium / 10% Paidapp • Conversion rate: 1.7% • Averagespending: 4.9 SGD • Main markets: US/CH/KR/RUS/FR/JP/INDO 5

  6. CASE STUDY – POSTMORTEM SUPPORT/CONSTRAINTS WHAT WE GOT RIGHT WHERE WE WERE WRONG • Go for iOSonly(budget) • Go for single player • Launch = wrong version • Size (>150Mb) • Self-Publishing • MDA = no advisors • Local startup ecosystem • Design not sexy enough for Publishers • Completed on time with a small team • Full-game instead of a Prototype • Additional funds from Homemade kickstarter • Unique identity, design • Monetization model: we used the game as a test • Creation of an editor • IDEAS+ Budget: 48,000 SGD Reimbursement-based • M-ASSIST • OFFICE (G.S.C) • TIME ~1 year of negotiation ~3 months of completion

  7. MYTHS vs REALITY OPPORTUNITIES THREATS • MDA + GSC • IDA • SPRING • P.I.C and other tax incentives • Incubators • Singapore position in APAC: PR / Partners / Culture / Markets • Strong Publishing environment • Network of small, talented and resilient studios • Still cheaper to create a game in Asia • MDA Guidelines & Delays • New visa restrictions • Shortage of skills: visa / bigger studios • Tech: unstable market (iOS? Android? Facebook? Blackberry?) + Singapore tries to push HTML5 (Singtel, MDA/IDA), which poses a lot of problems for programming • Publishers: market flooded with clones and cheap productions making money • Investors: very cautious/Easier US, EU

  8. What’s Next? iOS/Android Multiplayer WORD GAME End June 2013 WHAKAN WARS Q3 2013

More Related