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What You Really Need to Know about Game Development & Publishing Neal Robison ATI Research.

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Presentation on theme: "What You Really Need to Know about Game Development & Publishing Neal Robison ATI Research."— Presentation transcript:

1 What You Really Need to Know about Game Development & Publishing Neal Robison ATI Research

2 What We’ll Talk About Who Is ATI? Game Dev Process The Business Side of Games Latest Issues in Development & Publishing Questions

3 Who Is ATI?

4 ATI: World Leader In Visual Processing GPUs & Workstation Graphics #1 GPU Supplier #1 Notebook Supplier Handheld #2 Media Co-Processor Supplier Shipping in Over 35 Phones Game Consoles Xbox 360 Ninteno Revolution & Gamecube Integrated Graphics #1 3rd Party Supplier Digital TV #1 DTV Silicon Supplier

5 Game Development Process

6 Sources for Game Ideas Game Developers Dedicated Game Designers Employees of Game Publishers Film/ TV/ Music

7 First...The Players Game Developers Game Publishers Retailers Gaming/Consumer Press Platform Holders: Sony, MS & Nintendo

8 Software Licensing What’s A 3rd Party 1st Party vs. 3rd Party Why Can’t Just Anyone Make Games? Console vs. PC

9 Console vs. PC vs. Films Typical Production Timeline

10 Stages of Development

11 Stages of Development: Concept Define Game Concept Define Core Game Features Find/Assign Developer Estimate Budget & Due Date

12 Concept: Van Helsing

13

14 Video removed

15 Concept: Van Helsing Video removed

16 Prototype or 1st Playable GDD & TDD = “The Bibles” Production Budget & Detailed Schedule Submit Concept to Sony, etc. Working Prototype, with Game Mechanics Focus Test

17 Prototype: Red Ninja

18 Video removed

19 Red Ninja - Finished Version Video removed

20 Stages of Development: Alpha Feature Complete “Localization” Begins Focus Test Play Testing Marketing Continues

21 Alpha: Crash Bandicoot

22 Video removed

23 Stages of Development: Beta Polish, Polish, Polish Game Balancing Localization Continues Demo Versions

24 Stages: Final/GMC/Gold The Game is “Done” Testing, Testing, Testing Intense Pressure Submit to Sony Manufacturing Timing

25 Ghost Recon 3: Advanced Warfighter Video removed

26 Ghost Recon 3: Advanced Warfighter Video removed

27 Stages : Post-Mortem Analysis of PR, Marketing Analysis of Production, Source Code Archive All Assets Kick-off the Sequel!

28 The Business of Games

29 First...The Players Game Developers Game Publishers Retailers Platform Holders

30 Game Business Game DevelopersGame Publishers Actual Game US $4-10 Million

31 Game Business Game Publishers Sony, Nintendo Microsoft US $7/unit Invent Game System + Marketing

32 Game Business Game PublishersRetailers Finished Product Wholesale Price US $32/unit

33 Game Business RetailersConsumers Finished Product Retail Price US $49.99

34 Who Makes the $$$? Developers Get millions from Game Publisher Huge fixed & variable costs Most fun, most pressure Dependent on Publishers Exceptions?

35 Who Makes the $$$? Publishers Get $32/unit from Retailers Pours out millions to develop product Sales & Marketing costs Inventory management & “returns”

36 Who Makes the $$$? Retailers Get approx. $17/unit Remember cost of store Marketing costs Some help from Publishers on inventory Hot vs. Not

37 Who Makes the $$$? Platform Holders Get $7/unit licensing fee R&D Cost to create system, including anti-pirating costs Marketing system to consumers 1st Party games

38 Issues in Game Development & Publishing

39 Development & Publishing Issues Advertising In-Game Cost To Develop for Next-Gen Systems U.S. & Canadian Legislation Restricting Games Lack of Originality

40 Questions?


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