launching a gaming studio  in singapore

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Launching a Gaming studio in Singapore Challenges and Opportunities Alban Villani FOREVER YOUNG STUDIO

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Launching a Gaming studio  in Singapore. Challenges and Opportunities Alban Villani FOREVER YOUNG STUDIO. HOW DID WE END UP DOING GAMES?. PARTNERS. Digital & Video Advertising since 2008. Games & Gamification since 2010. Social Media Platform. Serious Gaming Gamification. - PowerPoint PPT Presentation

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Page 1: Launching a Gaming studio  in Singapore

Launching a Gaming studio in Singapore

Challenges and OpportunitiesAlban Villani

FOREVER YOUNG STUDIO

Page 2: Launching a Gaming studio  in Singapore

2

HOW DID WE END UP DOING GAMES?

Digital & Video Advertising since 2008

Games & Gamification since 2010

SIMILARITIES IN PRODUCTIONProcess Stress Tech constraints Innovation-driven

Social Media Platform

Serious GamingGamification

PARTNERS

GAMING IS THE SUM OF ALL OUR EXPERTISES

Page 3: Launching a Gaming studio  in Singapore

WHY DO WE MAKE GAMES IN ASIA?

MOTIVATION

Page 4: Launching a Gaming studio  in Singapore

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CASE STUDY – WHAKAN

STATUS Released in Q3 2012 http://www.whakan.com

FEATURES 50 characters to interact with 200 collectible spells with their

own illustration and animation 5 regions to explore Draw Runes on screen to cast

spells Original music Digital art llustrations for the story Back-end editor for Battle, Game

Balance and Map positioning

Page 5: Launching a Gaming studio  in Singapore

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CASE STUDY – RESULTS

5

COMMERCIAL

1. 100,000+ downloads2. 90% Freemium / 10% Paid app3. Conversion rate: 1.7%4. Average spending: 4.9 SGD5. Main markets:

US/CH/KR/RUS/FR/JP/INDO

RECOGNITION

– 4.5 STARS worldwide (400+ 5-Stars)– 1,000 fans on Facebook– Spotted by major publishers: GREE,

DeNA, GAMEVIL, GUMI– Spontaneous reviews– Investor deal for Whakan’s sequel to

be officially announced in July 2013

Page 6: Launching a Gaming studio  in Singapore

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CASE STUDY – POSTMORTEM

SUPPORT/CONSTRAINTS

– IDEAS+Budget: 48,000 SGDReimbursement-based– M-ASSIST– OFFICE (G.S.C)‒ TIME~1 year of negotiation~3 months of completion

WHAT WE GOT RIGHT

1. Completed on time with a small team

2. Full-game instead of a Prototype

3. Additional funds from Homemade kickstarter

4. Unique identity, design5. Monetization model: we

used the game as a test6. Creation of an editor

1. Go for iOS only (budget)2. Go for single player3. Launch = wrong version4. Size (>150Mb)5. Self-Publishing6. MDA = no advisors7. Local startup ecosystem8. Design not sexy enough

for Publishers

WHERE WE WERE WRONG

Page 7: Launching a Gaming studio  in Singapore

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MYTHS vs REALITYOPPORTUNITIES

– MDA + GSC– IDA– SPRING– P.I.C and other tax incentives– Incubators– Singapore position in APAC: PR /

Partners / Culture / Markets– Strong Publishing environment– Network of small, talented and

resilient studios– Still cheaper to create a game in Asia

THREATS

– MDA Guidelines & Delays– New visa restrictions– Shortage of skills: visa / bigger studios– Tech: unstable market (iOS? Android?

Facebook? Blackberry?) + Singapore tries to push HTML5 (Singtel, MDA/IDA), which poses a lot of problems for programming

– Publishers: market flooded with clones and cheap productions making money

– Investors: very cautious/Easier US, EU

Page 8: Launching a Gaming studio  in Singapore

What’s Next? iOS/Android Multiplayer

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WORD GAMEEnd June

2013

WHAKANWARSQ3 2013