Title: POST MORTEM
1POST MORTEM
2Ethan Einhorn - History
3Ethan Einhorn - History
- SEGA Producer, Digital Content
- Sonic The Hedgehog iPod
- Super Monkey Ball iPhone
- Sonics Ultimate Genesis Collection X360/PS3
- Future Premium iPhone games
4Chris Sharpley - History
5Chris Sharpley - History
- Consultant Art Director at Other Ocean
Interactive, Learning Manager at Holland
College, Prince Edward Island. - 15 years working as a digital artist and designer
in the video game industry. - Recent credits include "Ultimate Mortal Kombat"
on DS and "Super Monkey Ball" on iPhone.
6Chris Sharpley - History
Previously worked on "Archer Maclean's Mercury"
for PSP and "Mercury Meltdown" on PSP, PS2 and
Wii. Â Similar art production pipeline to Super
Monkey Ball. Games made use of a prototype tilt
controller for the PSP.
7Along Comes iPhone
- Pitch to Apple - easy to imagine mechanics
- Gameplay tied to the strengths of the device
- Can Other Ocean stay for a few weeks?
8Crunch Time
- Work begins on the stage demo
- Game up and running in three days
- Two programmers, and one artist.
9Apple Town Hall The Debut
- Four stages
- Photo-realistic backgrounds (not in final
version)? - Place-holder UI
10Quick to Alpha, Quick to Beta
- Twelve weeks to have a full-featured product
ready - No specific release schedule
- Surprise request to show the near final product
to the public
11LAUNCH!
- In Apple we Trust
- Internal excitement
- Hitting on day one
- A high profile opportunity for Other Ocean.
12Level Design
13Level Design
Initial SMB game design required at least 100
levels. Rough ideas were modeled in 3D and
explained on annotated design sheets.
14Level Design
15Level Design
16Level Design
17Level Design
Design meetings allowed the team to explore their
designs. Â Many of the rough ideas were thrown
out. All were modified. Some levels were
combined with others.
18Level Design
Eventually 150 levels were chosen to be properly
modelled and tested. All levels were intended to
be completed by players in less than 4
attempts. This would have meant that the entire
game could have been completed in just 2 or 3
hours.
19Level Design
Each level was given a secondary objective
Collect the bananas! Many levels were adjusted
to make banana collection more challenging. An
extra 10 unlockable levels were added as a reward
for collecting bananas.
20Level Design
After testing gameplay, we decided our bonus
levels would use 25 bananas instead of the usual
50. At one stage, we used apples instead of
bananas.
21Level Design
Final game used 110 levels. Levels were tested
and assigned a difficulty rating. Â 10 "Classic"
levels were imported from other Monkey Ball
titles. The final order was intended to evenly
distribute levels based on dexterity, fun, speed
and difficulty.
22Art Production
23Art Production
Art style for Super Monkey Ball on the iPhone
inspired by "Banana Blitz" for the Wii. No Wii
assets were actually used - everything was
recreated for the iPhone. (...apart from 4
monkey sprites from "Touch Roll" on the DS)?
24Art Production
5 unique sets of level textures. Each world used
one checkerboard texture, and one abstract
texture. Checkerboard textures were used for
rectangular sections. Abstract textures were
used for non-geometric sections.
25Art Production
Level animations were kept simple. Mostly slow
rotations and horizontal movement. Large
vertical movements caused camera motion that
would confuse the player. Â Â
26Art Production
Tutorial was planned for the game, but not
included in final release. Our ability to
release updates via the Appstore allowed us to
add a tutorial to the game.
2710 THINGS WE LEARNED
281. LISTEN TO FEEDBACK, RESPOND QUICKLY
- Understand the value of user reviews
- Read the needs of the audience
- Learn to better target your audience through
product updates
291. USE AN INTERNAL TEST TEAMIF POSSIBLE.
- Instant feedback.
- Less confusion.
- Speeds up the development process.
302. DONT PLAY PRICE WARS
- Dont under-charge for your Apps
- Keep the highest price you can while staying in
the top 50 - A good brand is evergreen, and every week brings
new users
312. STRETCH A NEW DEVICETO ITS LIMITS.
- If a cell phone has console power, create
console content. - Casual gamers want high production values.
323. CONSIDER THE PROs AND CONsOF LITE VERSIONS.
- Good for New IP and complex games
- Less helpful for well-reviewed games that are
already easy for consumers to understand.
333. DON'T UNDERESTIMATE THE CHALLENGE OF BRINGING
A HARDCORE GAME TO A CASUAL MARKET.
- Casual games aren't simple games.
- Sometimes, content has to be added to make a game
suitable for a casual audience.
344. MANY OF YOUR USERS WILL BE NEW THE PROPERTY
- A high number of consumers state that their first
exposure to Super Monkey Ball is on iPhone - Do not assume that your customers will buy your
game based on brand awareness alone.
354. MAKE EFFICIENT USE OF COMMUNICATIONS BETWEEN
PUBLISHER AND DEVELOPER.
- Tight deadlines require quick responses.
- Spanning three timezones can be challenging.
365. USER REVIEWS ARE KING
- This product is not tracked on Gamerankings or
Metacritic. - User reviews begin to act as a massive forum,
both for owners of the game and curious customers - Thousands of reviews for SMB
375. WHEN CREATING 100'S OF LEVELS, START SIMPLE,
THEN ADD REFINEMENTS.
- Dealing with 100's of assets can be confusing.
- Start with basic ideas, then add complexity.
386. DONT MAKE IT TOO HARD
- Customers do not want a steep learning curve
- There is a need for players to feel success for
every two minutes of gameplay - Getting to the end of a game should be foolproof
396. AGGRESSIVE DEADLINES FOCUSTHE DEVELOPMENT
PROCESS.
- Only the most important features of the game
could be addressed. - Time wasn't wasted on superfluous features.
407. BUILD TO THE DEVICE
- Super Monkey Ball succeeded in good part because
only the iPhone was capable of delivering on the
tilt gameplay - The mechanics are very easy to describe and
demonstrate
417. NEW OPPORTUNITIES CAN BE RISKY.
- Super Monkey Ball for the iPhone was initially a
risky venture. - Its success opened us up to a wide range of
iPhone opportunities.
428. MAKE SURE CONSUMERS GET IT IN 10 SECONDS
- If an iPhone game does not look fun right away,
players will move on - Over the shoulder impressions are important
- Keep tutorials interactive
438. AN SMALL, EXPERIENCED TEAM CAN BE MORE AGILE.
- Expanding the team was an option.
- Adding less experienced members would probably
have slowed-down production.
449. KEEP THINGS SIMPLE
- SMB Monkeys all control the same
- No jumping
- No pressing / touching
- Just tilting
459. BE OPEN TO WORKING WITH LICENSED I.P.
- Use licensed I.P. and recognizable brands to your
advantage. - This strategy can provide resources that enable
you to develop your own I.P.
4610. CONSIDER THE PLAY ENVIRONMENT
- Bite-sized gameplay
- Make saving your progress frequent and invisible
to the user - Avoid dark backgrounds
4710. IF POSSIBLE, USE A TEAM THAT UNDERSTANDS A
BRAND.
- Team were already fans of Apple, SEGA and Super
Monkey Ball. - SEGA of Japan places a high value on developers
who appreciate their I.P.
48THANKS FOR YOUR TIME...
ethan.einhorn_at_sega.com www.sega.com chris.shar
pley_at_otherocean.com www.otherocean.com