martin charrière, visual artist & nicolas gachoud, developer, dna studios
Post on 13-Apr-2017
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Prsentation PowerPoint
Indie soldiers inthe free-to-play jungle
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WelcomeSpeakers presentationPlanOur approach of a free-to-play game from an indie studio point of view
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Company presentationSwitzerland2
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Game development for 2 yearsCall for projet, Suisa, Pro Helvetia
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- Game development for 2 years
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Ready to release our first Title by our own : Antyz
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Story / Goals7
Our principles
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AccessibilityUnique experienceFeedbacks, user baseAllow us to make a living out of it
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Visibility, accessibilityUser base for further gamesFeedback about our work to improveFunds to develop our games, because we LOVE developing games
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Free-to-playWhy?
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Market trendsMore accessible in free-to-play
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We started developing when the 1$ game trend was the standardNow free-to-play took importanceTo reach a lot of players we had to change to free-to-play strategy
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Free-to-playProblems?
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VisibilityGameplay impacts ?Profitability
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How to stand out in this huge market : Game quality, gameplay unique, content that have substance, atypical visual styleWe dont want to change the gameplay. And not interrupt the player during while playing a levelIf we dont sell for one dollar, how do we make money ? How to make money while respecting the player in the meantime
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Free-to-playHow?
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FairHonestRespectful of players
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Pack premium, ads frequency, pricesTransparency, all game content accessible without paying with real money- Keep the game interesting and challenging, gameflow15
Virtual currency, premium pack
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All game content accessible without paying
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Keep gameplay intact
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Conclusion
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Now we are doing the promotion plan (press contacts, community, ) -> European and American marketAsian and other market are very different (culture, player habits, ads, social networks). Help neededFocus now for the release on the european and american market.And now the question is : Will this strategy prove successful or should we have sticked with a premium game ?
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Questions?
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