Blazin' Aces post-launch presentation - 13 May 2014

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t Production Overview

description

Just a presentation I put together documenting the progression of the game, starting from the prototype in 2010 up until the release on 9 May 2014.

Transcript of Blazin' Aces post-launch presentation - 13 May 2014

Page 1: Blazin' Aces post-launch presentation - 13 May 2014

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Production Overview

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Blazin’ Aces Overview

Take control of the skies in this 2D retro-aerial dogfighting game. Step into the cockpit of an ace pilot in the golden era of aviation, and destroy the invading forces.

Available on Apple and Windows Phonewww.blazinacesgame.com

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Blazin’ Aces History

• Prototype / experiment back in 2010

• My first “finished” game

• Positive feedback from reviewers

• Showcased in NAG, PC Format, as well as being shown at AMAZE 2012

• Decision to make a more “HD” version in October 2012

• Game took roughly 2 years on and off to complete

• Finished in April 2014

• Released 9 May 2014

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Blazin’ Aces History – Me

• Original prototype was an experiment

• Wanted to finish a game

• Completed game resulted in me wanting a bigger challenge

• Improvement of skills

• Opportunity to develop to mobile devices

• Blazin’ Aces had “simple” mechanics, easy to scale up and adapt, familiar territory

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Game inspiration

Wings of Fury (1990)

Bluetooth Biplanes (2008?)

Sopwith (1984)

Jane’s WWII Fighters (1998)

Crimson Skies (2000)

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What went well1. Art Direction

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Visual reference

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Prototype logo artwork

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Level mockups

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Level mockups

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Prototype screenshots

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Prototype launch material

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Art experiments

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Move to “HD” - Logo comparison(New Pin-up illustrated by Gina Nelson)

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Move to “HD” – Background Art reference

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Move to “HD” – Jungle Level(In-game artwork done by Buko Studios)

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Move to “HD” – Touch screen menu

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Move to “HD” – Touch screen menu

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Move to “HD” – Touch screen menu

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Move to “HD” – Plane comparison

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Move to “HD” – Screenshots

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Move to “HD” – Screenshots

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Move to “HD” – Screenshots

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Move to “HD” – Screenshots

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Launch material

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What went well2. Collaboration

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Wireframing process

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Menu flow wireframe

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Detailed game design doc

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Bug list

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Illustration Process(Linework by Michael Stopforth)

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What went well3. Multi-platform export

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Windows, HTML 5, OSx, iOS, Android, Windows Phone, Windows 8

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What went wrong1. Not enough iteration

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Not enough time was spent on experimenting on the “new” HD version

• Was mostly a case of implementing ideas without iterations

• Special weapons were added in the almost “complete” version of the game

• Other mechanics were implemented to try solve gameplay issues, ended up creating more issues with current mechanics (eg, pilot’s fighting on ground)

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What went wrong2. Indecisions about the game

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Indecisions around what should and shouldn’t be in the final game

• Various gameplay modes were initially in the design document, but changed the gameplay mechanics (eg. Blimps & Zeppelin)

• Different planes with different stats

• Different types of weaponry

• No foresight into storyline

• Basically, because my skills were increasing I kept trying to add to the game instead of sticking to the design doc.

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What can we learn?1. Set up for structure & experimentation

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Games are flexible

• It all depends on where you want to take it

• There is plenty of time to prototype and experiment, provided there is a good enough reason. The special weapons in the “HD” version were last minute, yet they enhanced the final product

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What can we learn?2. Collaborate!

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You’d surprised at the outcome

• I spent roughly 6 months longer on the “HD” version as opposed to the prototype – all in-game artwork was outsourced and completed much quicker than the time would have taken me

• Small additions and tweaks by others allow you to see your project in a fresh new light. The “flocking” nature of the AI in the game helped convey the idea that the pilots have a Wingman

• Allows you to focus on what you’re good at, without having to stress about stuff you’re not that good at

• You can still manage it, you just need to make your idea clear, and make sure you communicate clearly

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What can we learn?3. At some point, you have to stop

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Ending a product means finishing it

• While developing a project it’s easy to keep adding in extra stuff. However, at some point if you want to finish a game, you have to make the decision to stop working on it

• Committing to finishing a game allows you to have a final to-do list that you can stick to

• There’s plenty of stuff you’ll be sad about when you’re done. There’s million things you’ll think about when you finish that could make your game better

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StatsUp to and including 12 May 2014

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Online stats

• Over 25 blog and review write-ups of the game ( Over 8 in other languages )• English, Italian, Turkish, Vietnamese, Romanian, Polish• (Missed opportunity for localisation)

• 1 Newspaper article• Over 300 tweets since launch day • Over 2300 views of the trailer• Over 1000 views of the website

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Windows Phone has the most purchases

sadsd

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Showcase of interations of the game

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Questions?

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Thank you & enjoy!