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Acquisitions, a Publisher

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More than 1000 weeks at number 1 in various UK Charts. Over 60 No.1 hits across Europe ... Music. Voice-overs. FMV out-sourcing. Video footage licensing ... – PowerPoint PPT presentation

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Title: Acquisitions, a Publisher


1
Acquisitions, a Publishers Perspective
Getting past the initial selection process
  • Andrew Wafer
  • Lead Games Designer
  • External Development Studio
  • Andreww_at_codemasters.com

2
Who Are Codemasters?
  • Codemasters is an international developer and
    publisher of quality video games for Console and
    PC. Codemasters currently employs over 380
    personnel with plans for further expansion. We
    have offices in the USA, France, Germany, Spain
    and Holland. Headquarters are located in central
    England.

3
Why Should You Listen to Us?
  • Established in 1986
  • More than 1000 weeks at number 1 in various UK
    Charts
  • Over 60 No.1 hits across Europe
  • Continuous sustained growth throughout company
    history

4
Recent and Future Games
5
Codemasters Development Philosophy
  • Understand what gamers want now and in the
    future.
  • Constantly examine the evolving marketplace.
  • Maintain our commitment to gaming excellence.
  • Strive to ensure each title is a worldwide hit.

6
What a good Publisher Should Provide
  • Continual development support and quality
    assurance facilities
  • Established branding
  • Strength in the international market place
  • Financial backing
  • Project management assistance
  • Game design guidance
  • Comprehensive marketing, advertising and Web
    package
  • Maximum exposure for your company and game
  • Global distribution

7
How to get Your Game Signed
  • Part 1 The Concept

8
The Importance of Theme
  • How popular is the basic theme of your concept?
  • Is it a license?
  • Is it a fresh and unique idea?
  • How accessible is the theme?
  • Will the average gamer be familiar with it?
  • Who is your target audience?
  • Have you done any market analysis?
  • Why will they want to buy into this theme?

9
Obvious Pitfalls
  • Your idea might not be cool just because you
    think it is
  • How many people have you discussed it with?
  • What has been the general response?
  • Will your idea work as well outside your own
    country?
  • Many themes are only popular within specific
    territories.

10
The Competition
  • What are your concepts direct competitors?
  • Have you played all other relevant titles?
  • Have you looked at whats on the release schedule
    for the next year?
  • What are you going to be doing thats different
    to them?
  • More importantly, what are you going to be doing
    thats better than them?

11
A Vision for Your Game
  • The Vision Document
  • Do you have a short concise vision document for
    your game?
  • Can you explain the hook in a few words?
  • Do other people get excited about your game?

12
Unique Features
  • What is going to make your game concept stand out
    in a meeting?
  • Publishers may see hundreds of games in just a
    few months. How will they remember yours?
  • What are the unique features of your game?
  • What can your game do that no one elses can?

13
What Type of Game are You Making?
  • If your game has a story have you considered
  • An act structure or other narrative discipline
    (story arcs etc).
  • How much depth there is to it.
  • How much freedom you give the player within the
    story.
  • Is central character a person players will want
    to be.

14
What Type of Game are You Making?
  • If your game is an action game have you
    considered
  • If your concept is different from the rest of the
    crowd.
  • At the time of release can it compete with the
    best in terms of graphics and gameplay?

15
What Type of Game are You Making?
  • If your game is a sports game
  • If there is an available license for the sport
    you are simulating.
  • If so have you pursued that license?
  • If your physics model can accurately re-create
    this sport.
  • How much you and your team actually know about
    this sport. Do you have access to an expert?
  • Does the sport translate well to a video game?

16
Other Important Considerations
  • Is your concept one that would be immersive? Will
    it draw the player in?
  • Have you considered potential for sequels?
    Obvious scope for sequels can be attractive to a
    potential publisher as it gives greater long term
    potential to the game.
  • Is your concept fun?
  • Dont get too rapped up in the theme to forget
    this!
  • Can you explain whats fun about it?

17
How to Get Your Game Signed
  • Part 2 The Design
  • and Technology

18
Why Do We Need a Design Doc?
  • So you can plan your project and allocate
    resources to your team
  • So your team has a shared vision of what you are
    trying to make
  • So the publisher can accurately market and
    position your game

19
The Design Document
  • How complete is your design documentation?
  • Does it contain enough detail?
  • Setting and/or plot
  • Characters?
  • A.I. Specification
  • Physics
  • Game mechanics
  • Control systems
  • Aesthetic look
  • Mission design
  • Sound design
  • Menu flow and OSD structures

20
Which Format?
  • Have you considered what platforms your game
    would suit?
  • Is the concept tailored for that specific
    platforms user base?
  • How scaleable is code between different platforms
    if you are considering a multi-platform
    development?

21
Technology Demonstration
  • If youve never had a published title before
    you will need to demonstrate some technology,
    even if its just a prototype.
  • What we want to see
  • A solid core gameplay mechanic
  • Great Graphics (or potential for)
  • Innovative features
  • An example mission or part one

22
How to Get Your Game Signed
  • Part 3 The Right Team

23
Studio Tour
  • If a publisher is interested in what you have
    to offer they will want to see your studio and
    meet your team. Your team may need to show what
    they are working on and demonstrate a level of
    expertise. You should prepare your team for this.

24
Staffing Plans
  • Have you considered your staff requirements for
    the duration of the project?
  • Are your staff qualified and experienced enough
    to make the game you want to make?
  • Do you have a dedicated project manager to run
    your project?

25
Additional Resources
  • What do you think your weak areas are?
  • Do you have a solid understanding of the
    development process?
  • Milestones etc,
  • What areas of development (if any) do you need
    assistance with?
  • Music
  • Voice-overs
  • FMV out-sourcing
  • Video footage licensing

26
Codemasters External Development
  • Project planning assistance
  • Dedicated full time development manager on your
    project.
  • Dedicated Assistance Development managers.
  • Game Design expertise
  • Dedicated game designers to work with your team,
    strengthening your games appeal.
  • Development support
  • Capable of dealing with a wide variety of
    different products.
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