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Tradewinds Legends Postmortem

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Over 20 casual game titles, 5 in development ... franchises such as Tradewinds, Super Granny and Slyder across PC, mobile and handheld ... – PowerPoint PPT presentation

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Title: Tradewinds Legends Postmortem


1
Tradewinds Legends Postmortem
  • Daniel Bernstein
  • President / CEO
  • Sandlot Games

2
About Sandlot Games
  • Founded in 2002
  • Over 20 casual game titles, 5 in development
  • Successful franchises such as Tradewinds, Super
    Granny and Slyder across PC, mobile and handheld

3
Tradewinds 1
  • Released in 2003
  • Four months of development
  • Team of 3 (artist, programmer, audio, all full
    time)
  • Highly successful Strategy / Adventure game in
    the casual games market

4
Tradewinds 2
  • Released in April, 2005
  • 6 months of development
  • Team of 12 (6 full-time, 6 contractors)
  • Injected RPG elements into the free-form
    trading/adventuring dynamic of Tradewinds Tasks
  • 2-3x the success of the original

5
Tradewinds Legends
  • Released in December, 2005
  • Nominated for AIAS Downloadable Game of the Year
  • Team of 20 (10 full time, 10 contractors)
  • Expanded combat, expanded RPG elements
  • Setting a new standard for production values in a
    casual game

6
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7
What went right
  • On time HUGE team effort
  • Replayable game doubled the content of TW2 (at
    least)
  • Better combat system than in TW2
  • Iterated on TW2 technology
  • Veterans leading game design facilitated
    communication
  • Good writing, audio and art

8
What went wrong
  • New art team took nurturing
  • Some contractors flaked
  • Project overload
  • Documentation of game systems
  • QA started later than we planned
  • Someone reviewing the work of writers
  • Localization? Pricey!

9
Lessons learned
  • Nurture dedicated teams and minimize contractor
    churn
  • Better documentation of systems
  • Devise test plan at alpha
  • Require less content specifically less written
    content
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