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FROM AAA TO III Jamie Stowe - Designer 22Cans Yoan Fanise - CEO & Creative Director Digixart

DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

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Page 1: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

FROM AAA TO IIIJamie Stowe - Designer 22Cans

Yoan Fanise - CEO & Creative Director Digixart

Page 2: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

From AAA

Page 3: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

To I I I

Page 4: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

What means III ?

“If they’re a team of 10 or more controlling the

development, funding, and publishing of their titles —

 then they’re Triple-I” Morgan Jaffit

Page 5: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

Funding

You need enough time and talent to reach III quality

Page 6: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

Development

• Much smaller than in AAA Studio

• Many Freelancers => iteration become slower on those aspects

• Serialize instead of parallelism => issue of being stuck => Hard to predict a schedule

• Hard to establish a long term vision => every project is life or death of the studio

Page 7: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

SPECIALISATION vs GENERALISATION

FEATURE DESIGN

TEST PLANS

LEVEL DESIGN

TECHNICAL DESIGN

ANALYTICS

PRODUCTIONMONETISATION

MARKETING

Page 8: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

Distribution

• Partnering with Publisher ?

• Community Management

• Languages and localisation issues

ex. Lost in Harmony => 梦境旋律 (melody in dreamland)

Page 9: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

AAA to III what to bring with you?

Page 10: DWS15 - Game Summit - FROM AAA TO III - Jamie Stowe

Thank you / Questions