Brief History Wahoo founded in 2001 Created a
Brief History Wahoo founded in 2001 > Created a demo > Friend suggested downloadable > Created Ninja. Bee Brand > Completed a PC version > MS told us about XLA >
Other Platforms
Typical Indie… Young, single guy Working in his bedroom Crashing at a friends apartment Few living expenses Totally dedicated to his craft
Ninja. Bee is different Still geeks but….
We Live in Utah
The 3 Company Owners are OLD! Combined age of 127
We are married with children I have 4 kids (two sets of twins)
We need medical insurance My last set of twins cost over $1 Million…each
We sacrificed for a couple of years but… now we need to make a profit to survive.
We want to make our own games and our own success
How do we stay profitable? > > > > > Budgets Milestones PM’s Consider marketability of games Larger Teams More games Diversity We are easy to work with We accept advice
Contract Work Not as good as independent work but it has advantages….
Why Contract Work? Earn money to support indie projects > Build technology > Gain experience > Make bigger games > Build relationships >
Explore more ideas > Lower risk > Stability > Build IP library > Take advantage of marketing > Focus testing >
Pitching games I’ve pitched hundreds of games I’ve even had success
You still might want to listen! Pitching is not only for publishers but it’s also for investors, any outside funding or even getting your game approved on PSN or XLA
Advice for all pitches Ask questions first Keep it simple Opinions are formed quickly Focus on visuals!!!! EVERYONE is influenced by visuals
Negotiation Advice Let them give you numbers first Don’t count on royalties Plan for cancelation Don’t settle for a bad deal Be willing to say NO Consider man month costs Poor odds – 10 to 1
Determining Budgets ? Schedule Team size Audio Development kits Testing ESRB General overhead Profit
Ranges Man month rates 5 K – 12 K Downloadable console budgets 250 K – 1 M
Publisher Calculations Cost of the game - Network costs / Percentage Developer Royalties Testing Submission Process Producer / Staff costs Compare with current sales numbers
Sample Super Rough Calculation $10 game = $5 profit per game 50 K copies = break-even on a 250 K budget 100 K copies = break-even on a 500 K budget
Use images that look the way you envision the final game. Fake screen shots!
Make a movie!!! Demos are over-rated for selling a concept
XLA Specific Everything changes > MS goal = make XLA better > Shoot higher than current games > Broaden XLA portfolio > Prove you can deliver >
Publisher Specific All about Risk!!!!! > History is important > Skills for that specific game > Will your game sell? Genre History >
Which Platform is Best?
PC • Don’t listen to me, we suck! Our sales numbers are very low • • Low traffic on our site Our web site didn’t portray quality No reason to come back Bad portal deals Retail deals super small Poor Marketing We haven't been on Steam - Yet
We believe in the potential for PC • We are revamping our website • We are making more PC games
i. Phone • We still suck! Our sales numbers are really low • VERY Crowded • Just Making a good game isn’t enough We had high ratings but low sales
i. Phone Problem: How to get the attention of this massive audience? Whoever solves this problem wins! This could be you!
Wii. Ware • • • Low number of sucessful games Purchasing experience rough No Trials – hard for new IP Fewer potential customers It takes more than just a good game We have excuses but…
We are trying again…
Wii. Ware How to get attention from Wii owners? • Many don’t even know what Wii. Ware is • Purchasing not simple
XLA Success • Outpost Kaloki = good • Cloning Clyde = a little better • Band of Bugs = not good Avatar update ? ? ? • A Kingdom for Keflings = amazing
XLA Trends • • Bigger and more expensive Hit driven Compete with AAA retail games DLC - questionable
If you can’t get on XLA today don’t give up hope • Make games that get you closer to this goal. • Prove your abilities • Develop technology • Develop relationships
XLA Suggestions • Make games the big boys are scared of making • $5 dollar market will return • Add personality • Use console features in an interesting way
You won’t be young forever Young Indies Should… • • Remember luck favors the prepared Plan for long term goals Make your mark while you can Don’t waste time Define who you are and go with it Listen to feedback Expect to grow and improve
Where Ninja. Bee is headed ?
Downloadable console games ARE the future! We hope to lead the way in unexpected creativity! There will always be room for small and creative developers.
If your Young … think about what you want to be if you grow up Use your time wisely Set long term goals Take steps toward goals Plan for success but prepare for failure Do things you can build on
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