Choosing a Platform: PlayStation Sophie Rossetti & Rob Clarke - - PowerPoint PPT Presentation

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Choosing a Platform: PlayStation Sophie Rossetti & Rob Clarke - - PowerPoint PPT Presentation

Choosing a Platform: PlayStation Sophie Rossetti & Rob Clarke Summary Introduction 1 A little bit of background to our relationship with Sony Comparison to PC Development 2 The key differences between PC and ALL console development


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Choosing a Platform: PlayStation

Sophie Rossetti & Rob Clarke

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Summary

Comparison to PC Development

The key differences between PC and ALL console development

Production Timeline

A rundown of everything you need to release a game on a Sony platform

Hardware and Other Considerations

Things to be aware of about console development

Marketing & Store

Some Sony specific marketing advice

Introduction

A little bit of background to our relationship with Sony

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About Curve Digital

  • We help independent

developers to publish games

  • n console platforms.
  • We handle development, QA

and marketing for each title.

  • We’ve had a relationship with

Sony for 10+ years

  • Also publish on iOS, Nintendo

and Steam.

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First Steps

Strategic Content and other funding avenues Sony will ask for milestones and may ask for a small period of exclusivity Agostino Simonetta: Agostino_Simonetta@scee.net Developer support: Devrels_support@scee.net

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Differences in PC / Console Development

A quick disclaimer: Most of the differences here extend to ALL console development, and are getting better all the time.

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Differences in PC / Console Development

12 page agreement 3 different agreements - 40 pages 1 Territory 4 Territories Same – day submission and release 6 week submission process One, very short guide Over 70 different pieces of documentation, spread over multiple intranets

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Differences in PC / Console Development

Speedy support Support can take longer More social media ‘freedom’ Release date relies on Production Pays monthly SCEE: Monthly + 45 days SCEA: Quarterly + 45 days Quick and easy patching 6 week patch submission process

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1 - Licensing and Contracts 2 - TPR / DevNet GPP Product Code Services Submission Metadata

1 2 3 4

Development Timeline

  • 3. Submission

Details

  • 4. Patching

and DLC FQA Costs

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Hardware Limitations

  • Consoles don’t like 2D

as much as we’d hoped.

  • Vita is similar in

power to iPhone 4S

  • Unity is here, BUT

Vita is still in Beta and PS4 is in Alpha – it’s NOT perfect yet.

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Other Things to Consider

Age Ratings: PEGI (Europe), ESRB (US), nothing for AUS Localisation:

Required for Metadata (13 in EU, 4 in US)

Cross Buy / Save No set way of being implemented

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Marketing on PlayStation

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110m 65m 45m PSN Steam Xbox Live

How much can you sell?

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How much can you sell?

28m 5.5m 4m Steam PS4 Vita

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How much can you sell?

2000 4000 6000 8000 10000 12000 Launch Month 2 Month 3 Month 4 Month 5 Month 6 Month 7 PS3 PSV

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I There is both an audience and a long tail for indie games on PSN, but it works better with a higher initial RRP.

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Promotions with Sony

1,018 10,059 Reviews Store

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Promotions with Sony

4,500 10,059

Game 1 Game 2

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II Utilising the Sony store and community successfully is vital to the success of your game.

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Regional Communities PlayStation Blog Store Promotions PlayStation Plus and Mailshots Conventions Promotional Vouchers

You can use the Sony platform as a launch point for your own PR and marketing.

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Sony have a huge marketing network and thousands of people ready to buy your game, but YOU need to be proactive.

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III Don’t expect Sony to do all the hard work for you.

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Shahid Kamal

(Strategic Content)

Agostino Simonetta

(Account Manager)

Fred Dutton

(Sony Blog)

Sid Shuman

(Sony Blog US)

Ben Andac

(Strategic Content)

Rhys Cash

(PSN Store)

Anthony Darling

(PSN Store)

Chris Howe

(PlayStation Plus)

Ian Vinten

(EU Product Marketing)

Jesse Abney

(US Account Manger)

Norma Walter

(US Store Operations)

Maimoona Block

(US Third Party Marketing)

Kristi Fernandez

(PlayStation Plus US)

Sukhi Sandu

(EU Finance)

Colin Goss

(EU Finance)

Masanobu Kubota

(US Finance)

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Jason Perkins jason@curve-digital.com Rob Clarke rob@curve-digital.com

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Conclusion

Seeing your games released on console is a really satisfying, exciting moment! Sony remain the best platform holder for indies and things are getting better all the time. BUT make sure you budget time and resources for production, QA and marketing tasks.