Anyone Can Do It! (but few do) Supposed Cost of Entry "EA has teams as large as 200 people or potentially as large as 300" - Scott Cronce, chief technology officer at games giant, EA. (May 2005) “With the bill for some big budget games now reaching $10m, producers are facing costs of up to $20m a title.” - BBC News (May 2005) It looks like the PS3 and Xbox360 marks the end of the independent developer. Don’t Believe Everything You Read About Me • John Passfield • Founder of Interactive Binary Illusions, Gee Whiz! Entertainment, Krome Studios • Creative Director, Pandemic Studios Early Years Chilly Willy • First game published 1984 • Team size: 1 Chilly Willy Halloween Harry • Second game published 1985 • Team size: 1 Halloween Harry Halloween Harry • Remade in 1993 • Highest selling shareware game until the release of Doom • Team size: 4 Halloween Harry Flight of the Amazon Queen • Published in 1994 • Point and click graphic adventure • Team size: 2.5 Flight of the Amazon Queen Zombie Wars • Published 1996 • Sold on the internet (before our time) • Team size: 4 Jaruu Tenk / Spirit Board • Screen Operas published in 2000 • Team size: 2 Krome Years • • • • • • • • • Championship Surfer Barbie Beach Vacation Extremely Goofy Skateboarding Sunny Garcia Surfing Barbie’s Sparkling Ice Show TY the Tasmanian Tiger Jimmy Neutron: Jet Fusion King Arthur TY the Tasmanian Tiger 2: Bush Rescue Krome Years • Produced titles for PSOne, Dreamcast, PS2, Xbox and PC • Team size: 10 to 60+ Boom Time • Developed for Palm Pilot in 2001 • Team size: 1 After Krome • • • • Sold share of the company in 2005 Joined Pandemic Studios Worked on Destroy All Humans! 2 Working on new Pandemic game • Developing small games for myself The Console Market • PS2/Xbox require 50+ people • PS3/Xbox360 require 100+ people • Small developer dead, right? Movie Analogy • Current console thinking is: Games = Pirates of the Caribbean • But not all movies are Bruckheimer blockbusters – Sideways, Napoleon Dynamite, Borat • Need to change your thinking about what a game is and can be Looking Back • Shareware was successful • But had restrictions – – – – Internet was in infancy People had to order over phone/by mail Demos required retail versions A lot of work! Things Have Changed • In the 2000’s the web exploded • People could download demos • Digital Rights Management curbed piracy • People not nervous about using credit cards online Bejeweled • Failed advergaming product • Released as “shareware” in 2001 Bejeweled • 10,000,000 units sold to date • That’s a lot of money • Ushered in a whole new ball game… • …the Casual Game Things Are Looking Up • The PC “Casual Games” market has saved independent developers • 1-5 person teams are making money • Happy times! Example Casual Games • • • • • • • • Virtual Villagers Tumble Bugs Bookworm Dream Day Wedding Zuma Solitaire Monopoly Carrie the Caregiver Mystery Case Files Diner Dash Peggle Not Just PC • The console market has discovered “casual games” • PSN for PS3, Xbox Live Arcade for Xbox360 and Virtual Console for Wii • Independent developers aren’t locked out of console development fl0w • Developed by Jenova Chen fl0w • Discovered by Sony • Sold on the PS3 Network Worms • Developed by Team 17 in 1994 • Xbox Live version in 2007 for $10 Puzzle Quest • Developed in Australia • Available on PC, DS and PSP • Merges Casual Game and Core Game play mechanics • This caters to a new category I call “Gamer Dads” Puzzle Quest • Combination of Bejeweled and RPG Puzzle Quest • Appeals to core gamer Little Big Planet • Developed by Media Molecule • To be published on PS3 PSN • Team size: 14 Word Shake Experiment • Wanted to see how hard it was today • Simple word game • Began in 2004, shipped in 2005 • Team size: 1 (plus art contractor) Word Shake Word Shake • Developed with PopCap framework • Used TryMedia’s ActiveMark DRM • Used free tools TOOLS ArtRage 2 ArtRage 2 • FREE – for limited edition • USD $19.95 – full edition • http://www.ambientdesign.com/artrage.html Audacity Audacity • FREE • http://audacity.sourceforge.net/ Visual C++ 2005 Express Edition Visual C++ 2005 Express Edition • FREE • http://msdn.microsoft.com/vstudio/express/visualc/ Pro Motion • USD $29.95 – lite version • http://www.cosmigo.com/promotion/ PopCap Framework • FREE • http://developer.popcap.com/ Alternative Frameworks • Play Ground SDK (FREE) – https://developer.playfirst.com/overview • Irrlicht (FREE) – http://irrlicht.sourceforge.net/ • Blitz3D ($100) / Blitz Max ($80) – http://blitzbasic.com/ • Torque Engine ($150) – http://www.garagegames.com/ • Ogre3D (FREE) – http://www.ogre3d.org/ Here’s How I Used The Tools Brainiversity • • • • • PopCap framework Began November 2006 Less than 6 months development Developed nightly during “TV time” Signed to Oberon Media • Team size: 1 – With music by Mick Gordon Brainiversity • Brain Training style game • 4 brain categories – – – – Analysis Math Memory Language • 16 mini-games • 8 stamp rewards Check Out The Game You Can Do It Too! • Never been easier to make games • Everyone has a PC • Lots of talent out there – http://forums.indiegamer.com/ • Heaps of excellent free tools • Huge market (millions of PC owners) • Easy to distribute and monetize – http://www.trymedia.com/ Questions and Answers [email protected] All images are copyright © their respective owners. Talk is copyright © 2007 by John Passfield.
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