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Obligatory Disclaimer I am no longer an employee of The Walt Disney Company nor any of its subsidiaries. Bearing that in mind, I may not reveal proprietary information or confidential information pertaining to the title I will be discussing. Rather, this talk is intended to touch on some of the many issues that face projects and could be ascertained by any designer by playing the games in question, given a solid understanding of game design and development and/or attending a public talk by one of the Club Penguin officers, such as Lane Merrifield’s keynote at the Austin Game Conference. All opinions expressed herein are my own and in no way reflect the opinions of Club Penguin, The Walt Disney Company or the developer of the DS title. All art is either screen captures from public websites or original artwork by Marie Lu commissioned for this talk.
Who am I? 42 Entertainment
Club Penguin DS: EPF Postmortem • Challenges • Wins • Key Take-Away Points
Challenges 1. Buy-in from Club Penguin creators
Challenges 2. First external use of intellectual property (IP)
3. Three Stakeholders = Triangle of Pain Rights Holder Publisher Developer Challenges Dilution of Brand Deliver on Contract Return On Investment
Challenges 4. Very devoted fan base
Challenges 5. DS platform game
Wins 1. Support from Club Penguin
Wins 2. Huge potential audience
Key Take-Away Points • Build a full Partnership with IP holder • Depart from the IP Canon at your Peril • Create a player-centric authentic feeling game