Title: Acquisitions, a Publisher
1Acquisitions, a Publishers Perspective
Getting past the initial selection process
- Andrew Wafer
- Lead Games Designer
- External Development Studio
- Andreww_at_codemasters.com
2Who 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.
3Why 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
4Recent and Future Games
5Codemasters 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.
6What 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
7How to get Your Game Signed
8The 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?
9Obvious 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.
10The 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?
11A 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?
12Unique 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?
13What 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.
14What 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?
15What 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?
16Other 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?
17How to Get Your Game Signed
- Part 2 The Design
- and Technology
18Why 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
19The 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
20Which 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?
21Technology 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
-
22How to Get Your Game Signed
23Studio 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.
24Staffing 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?
25Additional 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
26Codemasters 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.