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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.
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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 GAMING IS THE SUM OF ALL OUR EXPERTISES SIMILARITIES IN PRODUCTION Process Stress Tech constraints Innovation-driven
WHY DO WE MAKE GAMES IN ASIA? $$$ FUN MOTIVATION CHANGE FAME
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
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
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
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
What’s Next? iOS/Android Multiplayer WORD GAME End June 2013 WHAKAN WARS Q3 2013