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Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio [email protected] Getting past the initial selection process…
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Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio [email protected] Getting past the initial selection.

Dec 27, 2015

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Page 1: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Acquisitions, a Publisher’s Perspective

Andrew WaferLead Games DesignerExternal Development [email protected]

Getting past the initial selection process…

Page 2: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Who Are Codemasters?

Codemasters is an international developer and publisher of quality video games for Console and PC. Codemasters currently employs over 380 personnel with plans for further expansion. We have offices in the USA, France, Germany, Spain and Holland. Headquarters are located in central England.

Page 3: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Why Should You Listen to Us?

• Established in 1986

• More than 1000 weeks at number 1 in various UK Charts

• Over 60 No.1 hits across Europe

• Continuous sustained growth throughout company history

Page 4: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Recent and Future Games

Page 5: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Codemasters Development Philosophy

• Understand what gamers want now and in the future.

• Constantly examine the evolving marketplace.

• Maintain our commitment to gaming excellence.

• Strive to ensure each title is a worldwide hit.

Page 6: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

What a good Publisher Should Provide

• Continual development support and quality assurance facilities

• Established branding• Strength in the international market place• Financial backing• Project management assistance• Game design guidance• Comprehensive marketing, advertising and Web

package• Maximum exposure for your company and game• Global distribution

Page 7: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

How to get Your Game Signed

Part 1 – The Concept

Page 8: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

The Importance of Theme

• How popular is the basic theme of your concept?– Is it a license?– Is it a fresh and unique idea?

• How accessible is the theme?– Will the average gamer be familiar with it?

• Who is your target audience?– Have you done any market analysis?– Why will they want to buy into this theme?

Page 9: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Obvious Pitfalls

• Your idea might not be cool just because you think it is– How many people have you discussed it with?– What has been the general response?

• Will your idea work as well outside your own country?– Many themes are only popular within specific

territories.

Page 10: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

The Competition

What are your concepts direct competitors?– Have you played all other relevant titles?– Have you looked at what’s on the release schedule

for the next year?– What are you going to be doing that’s different to

them?– More importantly, what are you going to be doing

that’s better than them?

Page 11: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

A Vision for Your Game

• The Vision Document– Do you have a short concise vision document for

your game?– Can you explain the hook in a few words?– Do other people get excited about your game?

Page 12: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Unique Features

• What is going to make your game concept stand out in a meeting?– Publishers may see hundreds of games in just a few

months. How will they remember yours?

• What are the unique features of your game?– What can your game do that no one else’s can?

Page 13: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

What Type of Game are You Making?

• If your game has a story have you considered:– An act structure or other narrative discipline (story arcs

etc).– How much depth there is to it.– How much freedom you give the player within the

story.– Is central character a person player’s will want to be.

Page 14: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

What Type of Game are You Making?

• If your game is an action game have you considered:– If your concept is different from the rest of the

crowd. – At the time of release can it compete with the best in

terms of graphics and gameplay?

Page 15: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

What Type of Game are You Making?

• If your game is a sports game: – If there is an available license for the sport you are

simulating.– If so have you pursued that license?– If your physics model can accurately re-create this

sport.– How much you and your team actually know about

this sport. Do you have access to an expert?– Does the sport translate well to a video game?

Page 16: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Other Important Considerations

• Is your concept one that would be immersive? Will it draw the player in?

• Have you considered potential for sequels? Obvious scope for sequels can be attractive to a potential publisher as it gives greater long term potential to the game.

• Is your concept fun?– Don’t get too rapped up in the theme to forget this!– Can you explain what’s fun about it?

Page 17: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

How to Get Your Game Signed

Part 2 – The Design and Technology

Page 18: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Why Do We Need a Design Doc?

• So you can plan your project and allocate resources to your team

• So your team has a shared vision of what you are trying to make

• So the publisher can accurately market and position your game

Page 19: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

The Design Document

• How complete is your design documentation?– Does it contain enough detail?

• Setting and/or plot• Characters?• A.I. Specification• Physics• Game mechanics• Control systems• Aesthetic look• Mission design• Sound design• Menu flow and OSD structures

Page 20: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Which Format?

• Have you considered what platforms your game would suit?

• Is the concept tailored for that specific platform’s user base?

• How scaleable is code between different platforms if you are considering a multi-platform development?

Page 21: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Technology Demonstration

If you’ve never had a published title before you will need to demonstrate some technology, even if it’s just a prototype.

What we want to see:• A solid core gameplay mechanic• Great Graphics (or potential for)• Innovative features• An example mission or part one

Page 22: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

How to Get Your Game Signed

Part 3 – The Right Team

Page 23: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Studio Tour

If a publisher is interested in what you have to offer they will want to see your studio and meet your team. Your team may need to show what they are working on and demonstrate a level of expertise. You should prepare your team for this.

Page 24: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Staffing Plans

• Have you considered your staff requirements for the duration of the project?

• Are your staff qualified and experienced enough to make the game you want to make?

• Do you have a dedicated project manager to run your project?

Page 25: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Additional Resources

• What do you think your weak areas are?• Do you have a solid understanding of

the development process?– Milestones etc,

• What areas of development (if any) do you need assistance with?– Music– Voice-overs– FMV out-sourcing– Video footage licensing

Page 26: Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Andreww@codemasters.com Getting past the initial selection.

Codemasters External Development

• Project planning assistance– Dedicated full time development manager on your

project.– Dedicated Assistance Development managers.

• Game Design expertise– Dedicated game designers to work with your team,

strengthening your games appeal.

• Development support– Capable of dealing with a wide variety of different

products.