Critical Missions:SWAT From a hobby project to a viral success.

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Presentation transcript:

Critical Missions:SWAT From a hobby project to a viral success

2 Who am I  Veli-Pekka Piirainen  Founder and CEO of Critical Force Entertainment Ltd (Studio OnMars)  Head of Kajak Game Dev Lab at Kajaani University  Co-founder at NMP Games Ltd  Former Studio Manager at Supercell North  Contact:

3 About us Critical Force Entertainment Ltd is a game development studio founded in 2012 in Kajaani, Finland Company is focused on developing cross-platform games with Unity 3D game engine Premium and Free to Play games for global market, special focus in Asia Company is so far self-funded, but investors are very welcome

4 The team Veli-Pekka Piirainen, CEO Teppo Kauppinen, Dev Manager Igor Levochkin, Lead Programmer Thanabodi Thongchat, Lead Artist Teemu Riikonen, Marketing (located in Beijing, China) Niko Kuivalainen, 3D artist, Map designer Richard Velosa, Support Manager (located in CA, USA) 3-5 trainees (Game Development and Marketing), students from Kajaani University. Many freelancers and volunteers in Russia, USA, Europe and Asia –dedicated support teams –map designers, 3D artists

5 The Game

6 Critical Missions:SWAT Probably the first true cross-platform FPS online multiplayer game Brings a Counter Strike like gaming experience on web Mac, PC and mobile platforms (iOS and Android) Mobile players can play against each other or against web and PC players if they want to

7 DAU of all versions DAU (March 16th 2013)

8 How things proceeded

Results so far Lots of users and volunteers –Over 10 million downloads of the free version –Players love our game, solid fan base Not so much incomes yet –Selling premium is not easy –32000 downloads, US$ Lots of experience –Especially on game business –Encouragement to make F2P version 9

10 What have we done lately?

11 What else have we done lately? CM:SWAT localized and published in Korea by Incross Ltd New guns, models and maps for next update Developed ingame shop (In App Purchases) Ouya console port (published in Ouya Store) Blackberry port Gamepad integration

12 What next? Start to monetize little by little –Ads, offerwalls and crosspromotion –Release F2P version with IAP –More new guns, models and maps Special themed spin-off game (Aurora Nord:Spell) –Partnership with NDFC Helsinki Ltd (IP of Aurora Nord) Partner and localized version in China Windows 8 port Finding investor –For marketing –For growing Totally new game –Prototype done

13 Mistakes made, lessons learned Failure in outsourcing –Never get good quality with a cheap price Lack of focus –In the beginning two simultaneous projects No proper management –No time for full time management, inexperiency Self publishing of premium versions –Success of free version made to believe success in premium Bad server host provider –Inexperiency in choosing server host provider It is not so easy to run a games company –So much money needed for everything But still strong believe to make lots of money some day

14 Thank you very much! Q & A