Taking Game IP to Hollywood and Beyond Scott Faye Content Producer Depth Entertainment.

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Presentation transcript:

Taking Game IP to Hollywood and Beyond Scott Faye Content Producer Depth Entertainment

DIGITAL HAS LEVELED THE PLAYING FIELD Hollywood needs you! But do you need Hollywood? Studios and networks are no longer the gate keepers of creative content development. No longer control production and distribution. 2

MAJOR STUDIO GAME ACQUISITIONS 3

WHY SHOULD MOBILE GAME DEVELOPERS CARE ABOUT TRANSMEDIA IP DEVLOPMENT? 4 Creative  Game becomes catalyst for more potent IP creation greater quality control.  Opens up multiple avenues of ancillary creative development.  Helps to establish games as a viable 360° injection medium. Business Transmedia Development allows video games to become broad-based entertainment IP with greater ancillary revenue and library potential.

5 Hollywood Revenue Model Revenue streams that drive the film industry: Theatrical Release DVD Rental DVD Sell-Through Video-on-Demand Pay Cable (HBO, Showtime, etc…) Streaming (Netflix, HULU, etc…) Licensing and Merchandising

EXISTING MOBILE GAME REVENUE MODEL Paid Apps Subscription In-game Purchase In-game Advertisements 6

Rovio changes the paradigm 7 Profit at the Finnish company was up 57 percent in 2012, with nearly half of revenues coming from merchandising rather than video games.

Anatomy of a franchise 8

MEDIA PLATFORMS MOBILE GAME DIGITAL COMICS PRINT WEB SERIES /ARG MERCHANDISEMUSICFILM / TV 9

THE IDEA Original Concept Public Domain Property Fledgling IP with promise

INCUBATION The Idea is Developed by a Uniquely Experienced IP Development team. Game Development Concepts Linear Story Concepts Idea ++

THE BIBLE Incubation leads to creation of the IP Bible containing the Core Concepts of the Property Contains the Key Pillars that all Projects will Embody Stor y Universe + = Storyverse

Pillars Characters The major characters that influence the flow of the Storyverse. An outline of the other character types that can be found in the world.

Pillars CharactersHistory The series of events that make this storyverse unique.

Pillars CharactersHistoryTimelines The specific period in the Storyverse History where each Media Project is going to be placed

Pillars CharactersHistoryTimelinesMythology The deeper truths about the Storyverse that the main characters may not know.

Pillars CharactersHistoryTimelinesMythologyMorality Fulcrum The central issue that all the characters in the world must either support or stand against.

CASE STUDY – CLASH OF CLANS 18 In order to beat a Fictional Clan, the player can go online to a central Storyverse Site to view short, fun animated videos revealing the “history” of a Fictional Clan. Over time, new clans (and videos), fill out the Clash of Clans world. Videos provide clues to strengths and weaknesses that can be taken into battle, and provide greater insight into the game’s storyverse. Victory allows the player to acquire new character types, weapons, and resources – which can’t be bought with money, elixir, or game currency. Player must travel to Storyverse Site to acquire knowledge necessary to prepare for battle. The site might feature an interactive map, providing a sense of geography, taking shape as Fictional Clans emerge from various realms. Introduce deep storyverse in small, incremental bytes in form of FICTIONAL CLANS. Choose to fight randomly assigned Player Clans, or pay/wager to battle a Fictional Clan. Fictional Clans would be comprised of new characters, weapons, resources, etc. Beating them will NOT be easy.

IN CONCLUSION Mobile gaming is the fasted growing entertainment platform. Digital Media platforms allow IP to go global almost instantly. Create a great mobile game. Invest the extra energy and resources to: Establish a compelling mythology that attracts a dedicated community. Conceive and execute an ancillary media program (digital comics, web series, etc…). Employ a bit of smart (and perhaps controversial) guerrilla marketing. 19