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POST MORTEM

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5. USER REVIEWS ARE KING. This product is not tracked on Gamerankings or Metacritic. ... .com. www.sega.com. chris.sharpley_at_otherocean.com. www.otherocean.com ... – PowerPoint PPT presentation

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Title: POST MORTEM


1
POST MORTEM
2
Ethan Einhorn - History
3
Ethan Einhorn - History
  • SEGA Producer, Digital Content
  • Sonic The Hedgehog iPod
  • Super Monkey Ball iPhone
  • Sonics Ultimate Genesis Collection X360/PS3
  • Future Premium iPhone games

4
Chris Sharpley - History
5
Chris 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.

6
Chris Sharpley - History
Previously worked on "Archer Maclean's Mercury"
for PSP and "Mercury Meltdown" on PSP, PS2 and
Wii.   Similar art production pipeline to Super
Monkey Ball. Games made use of a prototype tilt
controller for the PSP.
7
Along 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?

8
Crunch Time
  • Work begins on the stage demo
  • Game up and running in three days
  • Two programmers, and one artist.

9
Apple Town Hall The Debut
  • Four stages
  • Photo-realistic backgrounds (not in final
    version)?
  • Place-holder UI

10
Quick 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

11
LAUNCH!
  • In Apple we Trust
  • Internal excitement
  • Hitting on day one
  • A high profile opportunity for Other Ocean.

12
Level Design
13
Level Design
Initial SMB game design required at least 100
levels. Rough ideas were modeled in 3D and
explained on annotated design sheets.
14
Level Design
15
Level Design
16
Level Design
17
Level Design
Design meetings allowed the team to explore their
designs.   Many of the rough ideas were thrown
out. All were modified. Some levels were
combined with others.
18
Level 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.
19
Level 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.
20
Level 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.
21
Level Design
Final game used 110 levels. Levels were tested
and assigned a difficulty rating.   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.
22
Art Production
23
Art 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)?
24
Art 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.
25
Art Production
Level animations were kept simple. Mostly slow
rotations and horizontal movement. Large
vertical movements caused camera motion that
would confuse the player.    
26
Art 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.
27
10 THINGS WE LEARNED
28
1. 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

29
1. USE AN INTERNAL TEST TEAMIF POSSIBLE.
  • Instant feedback.
  • Less confusion.
  • Speeds up the development process.

30
2. 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

31
2. STRETCH A NEW DEVICETO ITS LIMITS.
  • If a cell phone has console power, create
    console content.
  • Casual gamers want high production values.

32
3. 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.

33
3. 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.

34
4. 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.

35
4. MAKE EFFICIENT USE OF COMMUNICATIONS BETWEEN
PUBLISHER AND DEVELOPER.
  • Tight deadlines require quick responses.
  • Spanning three timezones can be challenging.

36
5. 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

37
5. 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.

38
6. 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

39
6. AGGRESSIVE DEADLINES FOCUSTHE DEVELOPMENT
PROCESS.
  • Only the most important features of the game
    could be addressed.
  • Time wasn't wasted on superfluous features.

40
7. 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

41
7. 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.

42
8. 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

43
8. AN SMALL, EXPERIENCED TEAM CAN BE MORE AGILE.
  • Expanding the team was an option.
  • Adding less experienced members would probably
    have slowed-down production.

44
9. KEEP THINGS SIMPLE
  • SMB Monkeys all control the same
  • No jumping
  • No pressing / touching
  • Just tilting

45
9. 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.

46
10. CONSIDER THE PLAY ENVIRONMENT
  • Bite-sized gameplay
  • Make saving your progress frequent and invisible
    to the user
  • Avoid dark backgrounds

47
10. 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.

48
THANKS FOR YOUR TIME...
ethan.einhorn_at_sega.com www.sega.com chris.shar
pley_at_otherocean.com www.otherocean.com
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