Going core on the browser How to make Jagged Alliance into a Browser Game.

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Presentation transcript:

Going core on the browser How to make Jagged Alliance into a Browser Game

2 Cliffhanger Productions Founded as Production Company in 2006 Development Studio since 2010 Current team size: 20

Jagged Alliance series Hardcore turn-based tactical strategy game Jagged Alliance (1994), Jagged Alliance 2 (1999) Still active fan-base working on extensions 3

Jagged Alliance Online Unity-based turn-based f2p Browser game Development time: 14 months >100 missions, PvP, management layer 4

Target audience Hardcore-fans People who loved the game back in the days Browser game and Facebook game players who want more Core gamers Conclusions: Modernize but stay true to the essence of the original Make it more accessible Make it look good, but run on low-spec machines 5 Mid- core

Technology choice Flash: +Original game was 2D, so fans would accept it +Huge installed base, easy access –„Realistic“ graphics style would make huge download –Old-school look, no special effects –Team experience in RT3D Unity +Next-gen browser game feeling +Great tools the team is experienced in –Mediocre spread –High hardware requirements, plug-in installation 6

Challenges & Solutions Great looking, but playable on low-spec hardware –Always have different asset quality levels in mind –Optimize, optimize, optimize (Background streaming, texture optimization) Low-end dual-core netbook, 20fps High-end quad-core PC, 60 fps 7

Challenges & Solutions Managing huge amounts of content and code –Split up code and content projects –Avoid using Unity scripts, but share C# code –Set up sophisticated deployment processes (Automated nightly build, distributed build agents) Build a solid code-base in a short time frame that can be re-used –Set up sophisticated testing processes (continuous integration, test cases) –Use unit testing 8

Challenges & Solutions Build a game with a client-style scope in a short time –Detailed modular game design up-front –Use middleware to jump start development –Invest into tools to be data driven 9

Challenges & Solutions Accessible and challenging for both gamer types –Have a large PvE part, and slowly introduce multiplayer –Focus on interface design and accessibility Satisfy expectations of fans –Communicate with the community a lot –Focus group test instead of A/B testing 10

Summary Look good, but run on low-spec hardware Include fans in development process Invest in tools to be data driven Focus on accessibility, easy deployment and testing processes 11

Thank you Thanks for your attention! Questions? 12