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7 months, 7 people, 7 million units

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Tinker Bell: Fly! Timeline: 3 months development. Platform Game: ... 'Tinker Bell: Fly! is a quick little casual game... it's speedy and tests your reflexes. ... – PowerPoint PPT presentation

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Title: 7 months, 7 people, 7 million units


1
7 months, 7 people, 7 million units
  • Mobile production in the spotlight
  • Ronald Haupt
  • Senior Producer, Firemint

2
Why Mobile?
  • Has unique challenges
  • Multitude of handsets spanning various
    capabilities
  • Many Providers, some with their own stipulations
    for deliverables
  • High QA overhead
  • Varying project sizes and timelines
  • Ideal for running multiple projects with one
    producer

Options!
  • One Word

3
case study
Tinker Bell Fly!
4
  • Platform Game
  • 4 environments, 12 levels, gem pickups and bonus
    levels

the brief
  • Personnel
  • 2 Engineers (one full, one part), 1 artist, 1 QA
  • Timeline
  • 3 months development
  • Publisher
  • Disney Mobile
  • The challenge
  • 3 months development (includes approvals) and an
    interesting game at the end (Brew and JSR184)

5
the reality
  • Start production using existing engine that
    facilitates side scrolling / parallax scrolling
  • One month in randomized level generation
    scrapped in favour of structured design
  • Publisher flies out to personally oversee the new
    direction
  • We successfully change the core of the level
    engine to accommodate the designed levels - and
    help a Publisher smile!
  • The approval process is much quicker than we
    anticipated, facilitating our hard deadline
  • Publisher is very happy at our ability to change
    mid stride

6
the result
Tinker Bell Fly! is a quick little casual
game... its speedy and tests your reflexes.
Wireless Gaming World
7
case study
EA Sports Madden NFL 07 3D
8
the brief
  • Sports Game
  • 32 teams, full season, FVP, motion capture,
    voice, stadiums
  • Personnel
  • 5 Engineers, 2 Artists, 1 Animator, 1 QA
  • Timeline
  • 10 months development
  • Publisher
  • EA Mobile
  • The Challenge
  • 2D / 3D, Brew, Sprint, JSR184. Most ambitious
    mobile Madden game to date

9
the reality
  • Main game code survives from former developer,
    creates steep learning curve
  • Publisher over-supplies with motion capture and
    commentator voice
  • NFL expert required onsite to convey common NFL
    knowledge
  • High end 3D versions require skin tones and
    jersey numbers displayed
  • Play changes turn out to be a big challenge

10
The result
Solid 3D graphics, smart presentation, and
familiar controls... Madden NFL 07 3D is a big
step up from last year's muddy mess of polygons.
- IGN
11
case study
Ratatouille
12
the brief
  • Cooking Game
  • Time management speed
  • Personnel
  • 1 Engineers, 1 Artists, 1 QA,
  • Timeline
  • 10 months development
  • Publisher
  • THQ Wireless
  • The challenge
  • 2D Only. Brew and JSR184. 64kb builds ?

13
the reality
  • Publisher loves game design, signs off
    immediately. Good for mobile phones.
  • Production is not intensive - development stays
    well on track
  • Porting team raves about code, CR issues
    non-existent
  • Publisher replaces Producer one month before
    Release Candidate is due
  • New instructions are that we have to support a
    story and character screens

14
the result
The non-threatening, anyone-can-do-it gameplay
is perfect for a mobile phone while the thought
of playing a game on my cell phone usually makes
me cringe, Ratatouille is one I want to go back
to. - GameZone
15
case study
The Fast the Furious Fugitive 3D
16
  • Driving Game
  • 4 cities, story, customization, street races,
    evasion

the brief
  • Personnel
  • 3 Engineers, 3 Artists, 1 QA
  • Timeline
  • 7 months development
  • Publisher
  • I-play
  • The challenge
  • 3D Only. Brew and SR184. Massive content. (Later
    extended SKUs to Mascot and Symbian)

17
the reality
  • Design we translate 2D game design from Scotland
  • Car models were too good - we have to tone back
    because license does not cover the vehicles
  • City detail pushed to new limits to cater for the
    variety the Publisher wants
  • Publisher is impressed with our first efforts -
    the bar is raised and additional features
    requested
  • Turns out Publisher had never done Symbian prior
    to this

18
the result
Fugitive will be one of the games I leave on my
personal phone to continue evangelizing the
legitimacy of mobile games to non-believers. -
IGN
19
Thank you
  • Contact details
  • Ronald Haupt
  • Senior Producer, Firemint

61 (0)3 9421 2292 ronald.haupt_at_firemint.com
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