Title: 7 months, 7 people, 7 million units
17 months, 7 people, 7 million units
- Mobile production in the spotlight
- Ronald Haupt
- Senior Producer, Firemint
2Why Mobile?
- Multitude of handsets spanning various
capabilities
- Many Providers, some with their own stipulations
for deliverables
- Varying project sizes and timelines
- Ideal for running multiple projects with one
producer
Options!
3case study
Tinker Bell Fly!
4- Platform Game
- 4 environments, 12 levels, gem pickups and bonus
levels
the brief
- Personnel
- 2 Engineers (one full, one part), 1 artist, 1 QA
- Timeline
- 3 months development
- The challenge
- 3 months development (includes approvals) and an
interesting game at the end (Brew and JSR184)
5the reality
- Start production using existing engine that
facilitates side scrolling / parallax scrolling
- One month in randomized level generation
scrapped in favour of structured design
- Publisher flies out to personally oversee the new
direction
- We successfully change the core of the level
engine to accommodate the designed levels - and
help a Publisher smile!
- The approval process is much quicker than we
anticipated, facilitating our hard deadline
- Publisher is very happy at our ability to change
mid stride
6the result
Tinker Bell Fly! is a quick little casual
game... its speedy and tests your reflexes.
Wireless Gaming World
7case study
EA Sports Madden NFL 07 3D
8the brief
- Sports Game
- 32 teams, full season, FVP, motion capture,
voice, stadiums
- Personnel
- 5 Engineers, 2 Artists, 1 Animator, 1 QA
- Timeline
- 10 months development
- The Challenge
- 2D / 3D, Brew, Sprint, JSR184. Most ambitious
mobile Madden game to date
9the reality
- Main game code survives from former developer,
creates steep learning curve
- Publisher over-supplies with motion capture and
commentator voice
- NFL expert required onsite to convey common NFL
knowledge
- High end 3D versions require skin tones and
jersey numbers displayed
- Play changes turn out to be a big challenge
10The result
Solid 3D graphics, smart presentation, and
familiar controls... Madden NFL 07 3D is a big
step up from last year's muddy mess of polygons.
- IGN
11case study
Ratatouille
12the brief
- Cooking Game
- Time management speed
- Personnel
- 1 Engineers, 1 Artists, 1 QA,
- Timeline
- 10 months development
- The challenge
- 2D Only. Brew and JSR184. 64kb builds ?
13the reality
- Publisher loves game design, signs off
immediately. Good for mobile phones.
- Production is not intensive - development stays
well on track
- Porting team raves about code, CR issues
non-existent
- Publisher replaces Producer one month before
Release Candidate is due
- New instructions are that we have to support a
story and character screens
14the result
The non-threatening, anyone-can-do-it gameplay
is perfect for a mobile phone while the thought
of playing a game on my cell phone usually makes
me cringe, Ratatouille is one I want to go back
to. - GameZone
15case study
The Fast the Furious Fugitive 3D
16- Driving Game
- 4 cities, story, customization, street races,
evasion
the brief
- Personnel
- 3 Engineers, 3 Artists, 1 QA
- Timeline
- 7 months development
- The challenge
- 3D Only. Brew and SR184. Massive content. (Later
extended SKUs to Mascot and Symbian)
17the reality
- Design we translate 2D game design from Scotland
- Car models were too good - we have to tone back
because license does not cover the vehicles
- City detail pushed to new limits to cater for the
variety the Publisher wants
- Publisher is impressed with our first efforts -
the bar is raised and additional features
requested
- Turns out Publisher had never done Symbian prior
to this
18the result
Fugitive will be one of the games I leave on my
personal phone to continue evangelizing the
legitimacy of mobile games to non-believers. -
IGN
19Thank you
- Contact details
- Ronald Haupt
- Senior Producer, Firemint
61 (0)3 9421 2292 ronald.haupt_at_firemint.com