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Munera presentation
1. Munera Online Overview for investment in Muneraand the Foundry Gaming Platform by White Hart Media & DimSum Games LimitedCopyright 2011. All rights reserved. This document is confidential.
2. Introduction This presentation outlines the work done in creatinga new game called Munera Online. It includes detailed information on the concept, design, artwork and overall architecture of the development platform that has been created to underpin this game. Over 2 years hard work has gone into the development of the tools and services that will maintain this online game; and shows the scalability for growth as we gain new players daily.
7. The Game Munera, or Roman Combat, is a multiplayer role playing gameonline (MMO) using standard web browser technology A Free-to-Play model with Micropayment transactions Supported in a variety of languages for local players, the game focuses around the development as a Lanista, or Trainer, on their journey to build a Gladiatorial team for the Games Based over the span of the Roman Empire and its 500-year history Fully adaptive, it features a unique way of maintaining the growth of your personal fortune & the training of your Gladiatorial team Skills, Combat, Betting and Marketplace exchange are provided from a social environment – challenge to win! Each Lanista will be able to team up with other players in the game to form Schools in the Arena Targeted marketing programmes to generate revenues from players by selling items in the game
8. Why choose The Roman Empire? A rich historical past for the Roman Empire provides a good strong solid game concept and instant appeal Expansion across the 500-year history New “zones” to be releases as Quarterly updates with newfighters, locations and weapons to retain players Historical insight and support for new “political growth”for the player to be involved in New regions will present new challenges for players Invest time & money in constructing your own Coliseum The Roman Senate provides ability for players to investtime in non-combat activities Yearly gladiatorial combats arranged by the Roman Emperor for substantial in-game rewards Premium investment required by a player to participate Special equipment needed only available as micro-payment fee
9. Early Design Styles Runs in a standard web browser screen Moveable panels to allow for a fluid User Interface and customisation for the player Localisation support for EFIGS and adapted for other languages planned ‘Iconography’ to provide easy viewing of game status Pop-up alerts and messaging in real-time drive retention and monetisation
15. Isometric Art style for Ludus Buildings Players will have the ability to develop their Ludus (or Gladiatorial Training Camp) using a simple isometric user interface on screen Each building has benefits and the player can upgrade for better advantages in the game Drag ‘n’ Drop interface using HTML5 planned to enable players to design their Ludus and expand as the player progresses 13 different building types, each with 5 levels to buy
16. Munera on Facebook From the beginning, all design & developmentconsiderations have been carefully planned for portingto Facebook Facebook’s substantial user base provides significant reach with minimal marketing spend (over 750m users on Facebook worldwide) Facebook requires players to use Facebook Credits as Premium Currency which can be simply added to Munera through our payment architecture Facebook’s Game SDK Connect to Friends, Viral messaging to Wall Posts Facebook Credits Gifting and invites etc are all supported in the SDK
17. Current Status - Closed BETA Dharma Game Creator Toolkit (DGC) provides quick and dynamic changes to front-end layout and UI Adaptive design allows for changes to the User Interface Add in new items to screen layout & design simply and easily HTML5 and JavaScript based for multiple Browser support Architecture pre-built to be available on other platforms Mobile (iOS, Android, Tablet Devices) Interactive TV Foundry Server Platform (FSP) Combat, Marketplace, Locations and Item database all complete Logging and Tracking for bug fixing Intelligent AI ‘Bots’ allows Computer vs. Player battles that learn over time from real game combat situations and improve Adaptive Economy system and Combat parameters can be modified to balance gameplay Scalable server architecture – Linode or Amazon S3 Cloud – to manage growth and unexpected uptake from players
18. Cross Platform compatibility Support for all common desktop Browsers across both PC, Linux and Macintosh computers Internet Explorer, Chrome, Firefox, Safari, and Opera Planned scalability onto Interactive TV has been developed to take advantage of modern “connected TVs” Mobile support all integrated into the Server Platform in order to support mobile browser play on Phone & Tablet devices Apple, Android, Blackberry, Symbian and Windows Phone 7 No special browser plug-ins required to play Secure and safe using SSL certificates
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20. ‘Tiered’ access for team members will permit protection of user data and limit access to critical areas to key team members only
25. The Foundry Gaming Platform Secure Customer Login Account Server Secure Backup Server Cloud Servers Web Browser UI ‘Dharma’ Game Creator Toolkit Design & Technical Team Template Library databases Analytics and Marketing Teams Overseer - Administration Tools Customer Service Team Asset Library databases
26. Dharma Game Creator Munera Game 2 Game 3 Game 4 Secure Player Account services and Editor Tools Foundry Gaming Servers MEASURE KIWI Server Framework Babel Script DEPOT SSO Tablets PlayBox Android iTV WWW iOS Client Framework Testing Analytics & Error Reporting Publishing Dharma Game Creator
27. Free to Play & Micro-Payment Model Free-to-Play model selected to quickly gain initial take-up from players with both Grind and Premium options Currently the standard model in the MMO industry Grind in-game currency takes longer to achieve “gated” level upgrades but allows players to experience the full game from the start Premium option provides micropayment solution for players wishing to bypass long time to upgrade characters in-game Transactional support for Credit Cards, PayPal, Google Wallet all planned Rare content items & specific Coliseum Battles only available through Premium model CPM Advertising Revenue also planned within the commercial model for additional revenue generation Google AdSense powered Revenue per 1,000 ads displayed + additional revenue through clickthroughs
28. In-Game Currency & Premium Currency Two models are offered to players – Grind and Premium (Imperial Tokens) ‘Grind’ is for players not wishing to spend real cash on in-game assets but want to experience gameplay Players take longer to gain skills, weapons and some content not available under this commercial model Hundreds of items will be offered to players to acquire (Weapons, Armour, Consumables, Gladiators, Buildings etc) ‘Premium’ investment provides a faster route to players wishing to progress in the game Micro-transactions allow players to invest in “Imperial Tokens” to buy weapons, gladiators, assets and participate in exclusive combats Payment via PayPal, Google Checkout and other accepted online payment forms 3rd parties provides will supply credit processing 2D Image High Quality 3D Image
29. Retention and Player Marketing Programmes Defined models for marketing programmes including up-sell, retention and virality have been integrated Adaptable and targeted to the individual as well as pre-defined audience groups to ensure full monetisation of each player Real-time analysis and economy modelling
30. Who is the Player...? Scenario modelling has been done to evaluate the demographics and type of player in order to establish 10 ‘groups’ with predictive behaviour Aggressive, analytical, calculating, social etc... Whale vs. non-Whale player segmentation has been predicted to anticipate revenues based on DAU (Daily Active Users) A<>B Modelling programs can be initiated on selective players to gauge new designs, ideas or items
31. Viral use of Social Networks Munera will take advantage of full integration into Social Network sites to virally attract new players Facebook integration for posting Game Status to your Friends Twitter alerts and SMS messaging Email newsletters Facebook page to be managed and maintained by Marketing in order to make announcements and information available Dedicated Facebook version planned using the Facebook Game SDK Provides access to millions of potential players Layout of initial game design will be easy to port and support Exclusive items and weapons will be unlocked using dedicated social network campaigns through targeted marketing campaigns
32. Customer Service Customer Service tool and Tracking system will allow us to verify the exact actions performed by any user Information can be accessed by Customer Support Team to diagnose and verify problems Tiered Customer Server protocols for Player management Password Reset and basic support -> Advance Player Management Remote Support web-based interface means we can provide 24/7 support internationally for localised players if required 24/7 Unit Testing and Continuous Server Integration testing / load balancing tests fully automated Automatic error detection & engineer notification via SMS / Email for issue resolution on gaming code Cloud Servers covered by SLA (99.999%) Backup and remote restore function for failsafe contingency Scalable load on servers if required Continual log creation
33. The Market Potential Zynga Games has over 148m monthly unique players across 166 countries mainly via Facebook and over 750m registered users Sells more than 38,000 virtual items per second! 2bn minutes of gameplay per day 2008 revenues = $19.4m 2009 revenues = $121.5m 2010 revenues = $597.5m (~3000% growth over 2 years) In 2010, Zynga generated just $22.8m from advertisingwhile over 96% was from the sale of virtual items Founded in 2002, Bigpoint Games GMbHprovides ~65 games 203m registered players with 250k being added each day Web-based games with over 2bn Page Impressions translated into 30 languages Advertising Revenue Virtual Item sales
34. What we offer A Foundry Gaming Platform with a launch IP game – Munera Established Information Architecture and development programme A highly experienced team of professionals with a background in gaming Consumer-focused outlook on providing the best service possible Marketing experience in the social gaming space to drive revenues and retention Drive. Talent. Passion.
35. Thank you for your time Alison Wooding, CEO White Hart Media Limited alison@whitehartmedia.com