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Monday 7th October


Different modes of games
      development
Monday 7th October


              Different modes of
             games development

    There are a few other ways you can make
video games rather than the Rockstar way. The
 first is a business model but brings home just
how expensive it is to make games these days
           especially for the PS3 and 360.
Monday 7th October


                  The ‘Tent Pole’ business
                          model
This is similar to the business model a lot of Hollywood studios:
 the idea is that the publisher releases one ‘blockbuster’ game
 accompanied with heavy marketing and investment. Then the
money made from this game supports the development of other
            ‘riskier’, potentially more creative games.
  For instance: Grand Theft Auto brings in a lot of money for
Rockstar which allows them to invest smaller hits such as Canis
Canem Edit (Eventually Bully…) , Manhunt and future products
                 such as LA Noire and Agent.
The Boston Matrix
The Boston Matrix

       These kind of businesses have a range of products.
    •   Cash cows – products that can be relied on to bring in
                     money. Aka a GTA title for R*
•     Dogs – Units with low market share in a mature industry…
             low market share in a slow growing industry
  •    Question marks – products that are growing rapidly but
      have low market share so they do not generate much cash
         – huge potential and should be looked at carefully…
  •    Stars – high market share in a fast growing industry. The
            hope is that stars become the next cash cows.
Monday 7th October


             The ‘Tent Pole’ business
                     model
Eg. EA rely on the annual updates of Madden and
     FIFA to create cash for the research and
 development of other games. In 2008 EA spent
$372 million on research and development (R&D)
  – the reason for this is that PS3 and Xbox 360
    games can cost up to $30 million to make.
Monday 7th October
        The ‘Tent Pole’
        business model
Problems with this:
The problems with this is the
company are gambling on that one
game being a hut, and sometimes
even big games don’t return the
money – eg. Spore, sold 1 million
copies in its first 17 days, but the
development costs were so big that
EA only expect to make their
money back with 5 years of
updates and sequels.
The Hollywood model
• The idea is to contract out parts of the games
  design (art, car physics, quality assurance etc.)
  to other companies in order to lower
  development costs. So instead of having a
  permanent in-house development team of
  50+, developer can have a team of 10-20
  piecing the work together undertaken by
  specialist external teams.
The Hollywood model
•   Eg.
•   Stunt teams,
•   Director of photography
•   Scriptwriters
•   Etc – all elements are contracted out, just like
    in the production of a AAA blockbuster movie.
Independent Game
                 Development

• Until recently games development was a costly
  business, usually requiring a developer to a have a
  publishing contract in order to pay for the
  development and the license fee required to
  develop for a particular console. However, now
  there is a growing ‘Indie Game’ market thanks to
  open source software, Apples App Store and Xbox
  Live Marketplace small teams and even
  individuals can create games, get them
  distributed and make money.
Independent Game
               Development

• The point to make is that because of new
  technology, convergence and new ways of
  distribution we have a return to the bedroom
  development culture weird, wonderful, often
  abstract games – so it means not all games
  have to be GTA 4.
Independent Game
                Development

• Aside from basic development costs, console
  game developers are required to pay fees to
  license the required Software Development
  Kits (SDKs) from the console manufacturer.
  Manufacturers often impose a strict approval
  process and take a percentage of the game's
  net profit in addition to yearly developer fees.
Independent Game
                 Development

• As of this writing, to develop for Nintendo Wii,
  Xbox 360, or Playstation 3 requires an SDK license
  fee of between $2,000 and $10,000 USD, in
  addition to yearly developer fees and profit cuts.
  Interestingly Sony have slashed the SDK cost from
  $10,000 to $2,000 in order to cut development
  costs and hopefully increased third-party
  productivity.
Independent Game
                           Development: Braid

Braid
• Braid was created by Jonathan Blow, taking three years
  and $180,000 of this own investment , to make. It was
  originally released for the PC and sold 55,000 copies in
  first week (making £530,000 in revenue).
• Blow then agreed to release a version for the Xbox Live
  Marketplace but had reservations as Microsoft have the
  final say on what goes on there and have a four stage
  approval process:
Independent Game
                                 Development: Braid
‘Blow was critical of the Xbox Live certification process, as he
believed the effort to meet all the requirements could have been
better spent on polishing the game. At the same time, the
certification team allowed him to retain certain aspects of his
vision for the game that were otherwise contrary to the process,
including giving the player immediate control of the game instead
of requiring a start-up title screen.[52] Microsoft also requested
that Blow include some additional hints to the player based on
results of playtesting, but Blow held his ground, refusing to release
the game if he was forced to add these.[21] He said he would
likely not release a game again on the Xbox Live service under the
same business model.’ (Wikipedia)
Developing for the
           iPhone
Developing for the iPhone
The iPhone SDK is a software development kit
developed by Apple , targeted at third-party
developers to develop applications for iPhone
OS, released in February 2008.
• The SDK itself is a free download, but in
   order to release software, one must enrol
   in the iPhone Developer Program, a step
   requiring payment and Apple's approval.
   As of January 2010, cost of enrolment in
   the iPhone Developer Program is US$99
   per year (the cost varies from country to
   country) for the standard program.
• Developers who publish their applications
   on the App Store will receive 70% of sales
   revenue, and will not have to pay any
   distribution costs for the application.
Developing for the
         iPhone
Examples – Doodle Jump, released
April 2009, it has had nearly 4
million downloads.
Doodle Jump is the brainchild of
Igor and Marko Pusenjak, two
Croation brothers who released
the app under the banner of their
company Lima Sky.
TASK:          If you are watching
                                     this online – check out
• Make your own Blog notes on the    the trailer here and
  modes of development               the official website
  mentioned                          here
• When we have all done this, we
  will be watching a documentary
  movie: Indie Games – The Movie
  released this summer that tracks
  the development (and problems)
  of three indie games:
  Super Meat Boy, Braid and Fez

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9 different modes of games development

  • 1. Monday 7th October Different modes of games development
  • 2. Monday 7th October Different modes of games development There are a few other ways you can make video games rather than the Rockstar way. The first is a business model but brings home just how expensive it is to make games these days especially for the PS3 and 360.
  • 3. Monday 7th October The ‘Tent Pole’ business model This is similar to the business model a lot of Hollywood studios: the idea is that the publisher releases one ‘blockbuster’ game accompanied with heavy marketing and investment. Then the money made from this game supports the development of other ‘riskier’, potentially more creative games. For instance: Grand Theft Auto brings in a lot of money for Rockstar which allows them to invest smaller hits such as Canis Canem Edit (Eventually Bully…) , Manhunt and future products such as LA Noire and Agent.
  • 5. The Boston Matrix These kind of businesses have a range of products. • Cash cows – products that can be relied on to bring in money. Aka a GTA title for R* • Dogs – Units with low market share in a mature industry… low market share in a slow growing industry • Question marks – products that are growing rapidly but have low market share so they do not generate much cash – huge potential and should be looked at carefully… • Stars – high market share in a fast growing industry. The hope is that stars become the next cash cows.
  • 6. Monday 7th October The ‘Tent Pole’ business model Eg. EA rely on the annual updates of Madden and FIFA to create cash for the research and development of other games. In 2008 EA spent $372 million on research and development (R&D) – the reason for this is that PS3 and Xbox 360 games can cost up to $30 million to make.
  • 7. Monday 7th October The ‘Tent Pole’ business model Problems with this: The problems with this is the company are gambling on that one game being a hut, and sometimes even big games don’t return the money – eg. Spore, sold 1 million copies in its first 17 days, but the development costs were so big that EA only expect to make their money back with 5 years of updates and sequels.
  • 8. The Hollywood model • The idea is to contract out parts of the games design (art, car physics, quality assurance etc.) to other companies in order to lower development costs. So instead of having a permanent in-house development team of 50+, developer can have a team of 10-20 piecing the work together undertaken by specialist external teams.
  • 9. The Hollywood model • Eg. • Stunt teams, • Director of photography • Scriptwriters • Etc – all elements are contracted out, just like in the production of a AAA blockbuster movie.
  • 10. Independent Game Development • Until recently games development was a costly business, usually requiring a developer to a have a publishing contract in order to pay for the development and the license fee required to develop for a particular console. However, now there is a growing ‘Indie Game’ market thanks to open source software, Apples App Store and Xbox Live Marketplace small teams and even individuals can create games, get them distributed and make money.
  • 11. Independent Game Development • The point to make is that because of new technology, convergence and new ways of distribution we have a return to the bedroom development culture weird, wonderful, often abstract games – so it means not all games have to be GTA 4.
  • 12. Independent Game Development • Aside from basic development costs, console game developers are required to pay fees to license the required Software Development Kits (SDKs) from the console manufacturer. Manufacturers often impose a strict approval process and take a percentage of the game's net profit in addition to yearly developer fees.
  • 13. Independent Game Development • As of this writing, to develop for Nintendo Wii, Xbox 360, or Playstation 3 requires an SDK license fee of between $2,000 and $10,000 USD, in addition to yearly developer fees and profit cuts. Interestingly Sony have slashed the SDK cost from $10,000 to $2,000 in order to cut development costs and hopefully increased third-party productivity.
  • 14. Independent Game Development: Braid Braid • Braid was created by Jonathan Blow, taking three years and $180,000 of this own investment , to make. It was originally released for the PC and sold 55,000 copies in first week (making £530,000 in revenue). • Blow then agreed to release a version for the Xbox Live Marketplace but had reservations as Microsoft have the final say on what goes on there and have a four stage approval process:
  • 15. Independent Game Development: Braid ‘Blow was critical of the Xbox Live certification process, as he believed the effort to meet all the requirements could have been better spent on polishing the game. At the same time, the certification team allowed him to retain certain aspects of his vision for the game that were otherwise contrary to the process, including giving the player immediate control of the game instead of requiring a start-up title screen.[52] Microsoft also requested that Blow include some additional hints to the player based on results of playtesting, but Blow held his ground, refusing to release the game if he was forced to add these.[21] He said he would likely not release a game again on the Xbox Live service under the same business model.’ (Wikipedia)
  • 16. Developing for the iPhone Developing for the iPhone The iPhone SDK is a software development kit developed by Apple , targeted at third-party developers to develop applications for iPhone OS, released in February 2008. • The SDK itself is a free download, but in order to release software, one must enrol in the iPhone Developer Program, a step requiring payment and Apple's approval. As of January 2010, cost of enrolment in the iPhone Developer Program is US$99 per year (the cost varies from country to country) for the standard program. • Developers who publish their applications on the App Store will receive 70% of sales revenue, and will not have to pay any distribution costs for the application.
  • 17. Developing for the iPhone Examples – Doodle Jump, released April 2009, it has had nearly 4 million downloads. Doodle Jump is the brainchild of Igor and Marko Pusenjak, two Croation brothers who released the app under the banner of their company Lima Sky.
  • 18. TASK: If you are watching this online – check out • Make your own Blog notes on the the trailer here and modes of development the official website mentioned here • When we have all done this, we will be watching a documentary movie: Indie Games – The Movie released this summer that tracks the development (and problems) of three indie games: Super Meat Boy, Braid and Fez