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Raymond Chandler III

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When can we start making and selling this game? What about christmas? ... Why make a game that everyone else is going to make? Why target only one audience? ... – PowerPoint PPT presentation

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Title: Raymond Chandler III


1
Raymond Chandler III
Avengersoft Productions
www.avengersoft.com
2
Expanding MarketsA Radical Approach
3
Expanding MarketsA Radical Approach
for casual games.
4
What we do now!
5
What we do now!
  • Evaluate the Market
  • What age are they?
  • Are they male or female?
  • What kind of games are they into?
  • Is story important? (stupid question)
  • How much sex? (alot)
  • How much violence? (ALOT!)

6
What we do now!
  • Evaluate the Market
  • Look for a window of oppurtunity
  • When can we start making and selling this game?
  • What about christmas?
  • Is this the thing everyone is doing? (Sweet!)

7
What we do now!
  • Evaluate the Market
  • Look for a window of oppurtunity
  • Design and Develop

8
What we do now!
  • Evaluate the Market
  • Look for a window of oppurtunity
  • Design and Develop
  • Expect to rake in the cash

9
What we do now!
  • Evaluate the Market
  • Look for a window of oppurtunity
  • Design and Develop
  • Expect to rake in the cash
  • Fail miserably - 80 of the time

10
What we do now!
  • Evaluate the Market
  • Look for a window of oppurtunity
  • Design and Develop
  • Expect to rake in the cash
  • Fail miserably - 80 of the time
  • Get really really sad.
  • Time to head to O'Malleys for a drink !

11
So whats the problem?
12
So whats the problem?
  • WE LIMIT OURSELVES!

13
So whats the problem?
  • WE LIMIT OURSELVES!
  • Is that bad? HELL YA!

14
So whats the problem?
  • WE LIMIT OURSELVES!
  • Is that bad? HELL YA!
  • Why make a game that everyone else is going to
    make?

15
So whats the problem?
  • WE LIMIT OURSELVES!
  • Is that bad? HELL YA!
  • Why make a game that everyone else is going to
    make?
  • Why target only one audience?

16
So whats the problem?
  • WE LIMIT OURSELVES!
  • Is that bad? HELL YA!
  • Why make a game that everyone else is going to
    make?
  • Why target only one audience?
  • Why the hell place limits on ourselves? gt.lt

17
How do we fix it?
18
How do we fix it?
  • Remove the limits.

19
How do we fix it?
  • Remove the limits.
  • How?

20
How do we fix it?
  • Remove the limits.
  • How?
  • Ignore your market. (WHAT?!?)

21
How do we fix it?
  • Remove the limits.
  • How?
  • Ignore your market. (WHAT?!?)
  • Well not totally.

22
How do we fix it?
  • Remove the limits.
  • How?
  • Ignore your market. (WHAT?!?)
  • Well not totally.
  • Do more RD.

23
How do we fix it?
  • Remove the limits.
  • How?
  • Ignore your market. (WHAT?!?)
  • Well not totally.
  • Do more RD.
  • Use Rapid Prototyping.

24
How do we fix it?
  • Remove the limits.
  • How?
  • Ignore your market. (WHAT?!?)
  • Well not totally.
  • Do more RD.
  • Use Rapid Prototyping.
  • Try my way.

25
My Way (Design on a Dime)
26
Design on a Dime
  • Research Design Components

27
Design on a Dime
  • Research Design Components
  • Research Story Components

28
Design on a Dime
  • Research Design Components
  • Research Story Components
  • Create a game with the researched components

29
Design on a Dime
  • Research Design Components
  • Research Story Components
  • Create a game with the researched components
  • Prototype the game

30
Design on a Dime
  • Research Design Components
  • Research Story Components
  • Create a game with the researched components
  • Prototype the game
  • Evaluate the market

31
Design on a Dime
  • Research Design Components
  • Research Story Components
  • Create a game with the researched components
  • Prototype the game
  • Evaluate the market
  • Cost/Analysys

32
Design on a Dime
  • Research Design Components
  • Research Story Components
  • Create a game with the researched components
  • Prototype the game
  • Evaluate the market
  • Cost/Analysys
  • Decide to scrap or create the game

33
Design on a Dime
  • Research Design Components
  • Research Story Components
  • Create a game with the researched components
  • Prototype the game
  • Evaluate the market
  • Cost/Analysys
  • Decide to scrap or create the game
  • Enter Full Production

34
Why do it my way?
35
Why do it my way?
  • Easier to Innovate

36
Why do it my way?
  • Easier to Innovate
  • Removes Current Market limitations

37
Why do it my way?
  • Easier to Innovate
  • Removes Current Market limitations
  • Helps move away from niche markets

38
Why do it my way?
  • Easier to Innovate
  • Removes Current Market limitations
  • Helps move away from niche markets
  • Avoids casting your company as Single Focused or
    Genre Dependant

39
Why do it my way?
  • Easier to Innovate
  • Removes Current Market limitations
  • Helps move away from niche markets
  • Avoids casting your company as Single Focused or
    Genre Dependant
  • Helps expand company focus to other possible
    markets

40
Right tool for the job.
41
Right tool for the job.
  • Are you wanting to stay within a genre?

42
Right tool for the job.
  • Are you wanting to stay within a genre?
  • Are you wanting to stay within a niche market?

43
Right tool for the job.
  • Are you wanting to stay within a genre?
  • Are you wanting to stay within a niche market?
  • Don't do this.

44
Right tool for the job.
  • Are you wanting to stay within a genre?
  • Are you wanting to stay within a niche market?
  • Don't do this.
  • Are you wanting to innovate?

45
Right tool for the job.
  • Are you wanting to stay within a genre?
  • Are you wanting to stay within a niche market?
  • Don't do this.
  • Are you wanting to innovate?
  • Are you wanting to move outside your normal
    market?

46
Right tool for the job.
  • Are you wanting to stay within a genre?
  • Are you wanting to stay within a niche market?
  • Don't do this.
  • Are you wanting to innovate?
  • Are you wanting to move outside your normal
    market?
  • This process will deffinitely help you.

47
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