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My First Arcade Game Patrick Liu - Producer
F o r m u l a  f o r  m a k i n g  m o n i e s ! Have a classic game in store * Recreatewhatpeople REMEMBERS from it... ... with freedevelopers. Package it as a downloadable game... ... on consoles... ... at a lowprice. = PROFIT! * I’vepreparedonealready, Battlefield 1942
Q u i c k  F a c t s Released on XBLA/PSN July 2009 PC Release Spring 2010, digital download only! 1200 MS points / $15 3 + 1 maps 1 + 1 game modes 12 vs 12 players Stats and Awards First proper digital download FPS
S t a t i n g  t h e  s u c c e s s Sold over 1M in less thantwomonths Brokedayone, weekone and monthonerecords Nominated in a number of awards, amongthem BAFTA Metacritic 84/83 on PS3/X360 82 on PC... (unreleased)
W h e r e  a r e  f r e e  d e v e l o p e r s ? ! Unique premises – make the game as long as resources last! Cost about a tenth of a full product to make Used existing resources in the studio Production peaked at 15 simultaneous developers Not including Frostbite support, QA etc. About 70 developers went through the project
E m b r a c e  y o u r  l i m i t a t i o n s ! Sticking to the vision X: ”Simply Revisit Wake Island” Nail scope and design very early on Communicate the vision to every single member of the team Team engagement and output exceptionally high
R e m a k i n g  a  c l a s s i c ActivePlayers RosyColoredGlasses Battlefield Bad Company Fans Non-BattlefieldPlayers Casualplayers
K i l l i n g  y o u r  d a r l i n g s Replenishingammo and health Onlythreeclasses Mapchanges No time investment No Mini-map and squads...  NOT!
M a i n  t a k e – a w a y s Down time between projects can be of truly (money making) use There are always ways of designing your way out of limitations There are no holy cows, only target group matters
Questions? Twitter @pottan patrick.liu@dice.se

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Battlefield 1943 - My First Arcade Game

  • 1. My First Arcade Game Patrick Liu - Producer
  • 2. F o r m u l a f o r m a k i n g m o n i e s ! Have a classic game in store * Recreatewhatpeople REMEMBERS from it... ... with freedevelopers. Package it as a downloadable game... ... on consoles... ... at a lowprice. = PROFIT! * I’vepreparedonealready, Battlefield 1942
  • 3. Q u i c k F a c t s Released on XBLA/PSN July 2009 PC Release Spring 2010, digital download only! 1200 MS points / $15 3 + 1 maps 1 + 1 game modes 12 vs 12 players Stats and Awards First proper digital download FPS
  • 4. S t a t i n g t h e s u c c e s s Sold over 1M in less thantwomonths Brokedayone, weekone and monthonerecords Nominated in a number of awards, amongthem BAFTA Metacritic 84/83 on PS3/X360 82 on PC... (unreleased)
  • 5. W h e r e a r e f r e e d e v e l o p e r s ? ! Unique premises – make the game as long as resources last! Cost about a tenth of a full product to make Used existing resources in the studio Production peaked at 15 simultaneous developers Not including Frostbite support, QA etc. About 70 developers went through the project
  • 6. E m b r a c e y o u r l i m i t a t i o n s ! Sticking to the vision X: ”Simply Revisit Wake Island” Nail scope and design very early on Communicate the vision to every single member of the team Team engagement and output exceptionally high
  • 7. R e m a k i n g a c l a s s i c ActivePlayers RosyColoredGlasses Battlefield Bad Company Fans Non-BattlefieldPlayers Casualplayers
  • 8. K i l l i n g y o u r d a r l i n g s Replenishingammo and health Onlythreeclasses Mapchanges No time investment No Mini-map and squads... NOT!
  • 9. M a i n t a k e – a w a y s Down time between projects can be of truly (money making) use There are always ways of designing your way out of limitations There are no holy cows, only target group matters
  • 10. Questions? Twitter @pottan patrick.liu@dice.se