Microsoft XNA is composed of industry-leading software, services, resources, and communities focused on enabling game developers Microsoft 와 OSMU Ken Shim Developer Account Manager 아시아개발사담당부장 World Wide 3 rd Party Publishing Group Agenda Introduction Microsoft OSMU What is Xbox LIVE Arcade What s New How games get on Xbox LIVE Arcade How to pitch your games XNA Game Studio Express Overview (short version) Questions Who Am I? Microsoft Developer Account Manager ASIA Microsoft Global Publishing Group (3 rd Party ) 개발사지원 ( 투자, 출시, 기술지원 ) 담당 14 Years in the Game Industry Worked on Famicom, Superfamicom, Megadrive,, Saturn and PC. One Source Multi Use 하나의원작 (source) 이다양한분야나장르에서활용되면서고부가가치를만들어내는비즈니스구조를일컬으며, 창구효과 (Windows effect) 라고도불린다. Microsoft 의전략은 OSMU 를창출할수있는환경개발 Xbox Live Arcade XNA What is Xbox LIVE Arcade? Xbox Live Arcade is a destination for users to download, try and buy broad appeal content on Xbox 360 Xbox Live Arcade Overview Revenue & users continue to grow >70 games currently on the service Great content flow with one or more titles launched each week Great Industry and Consumer buzz Best console game download service on the market New games Classic hits Indie games Connected to LIVE services
Highly Engaged Audience Over 45,000,000 games downloaded Over 80,000,000 hours of gameplay That s s over 9,100 man-years Over 170,000,000 game sessions Over 45,000,000 Achievements earned Over 550,000,000 in Gamerscore earned Top Title Usage in 2007 By Users By Average Session By Total Minutes Length 1 TMNT 1989 Arcade Jewel Quest UNO 2 Worms Hardwood Spades Texas Hold Em 3 UNO Catan Worms 4 Castlevania Bejeweled 2 Castlevania 5 3D Minigolf Texas Hold Em Bejeweled 2 Adventures 6 Paperboy Castlevania Geometry Wars 7 Alien Hominid Zuma Zuma 8 Geometry Wars Soltrio Solitaire Aegis Wing 9 Texas Hold em Worms Catan 10 Heavy Weapon Luxor 2 3D Minigolf Adventures Performance during 2007 only regardless of when title launched Blue 2007 Orange 2006 Green - 2005 Sales Insight Downloads Original titles netting 350k DL in 1st month Big hits getting $125K in sales in the 1 st week Games get significant volume over the tail of the lifecycle. Top Titles in FY07 (Jul Jul 06 Jun 07) By Sales Volume By Revenue By Conversion Rate 1 Street Fighter II HF Street Fighter II HF TMNT 1989 2 UNO Worms UNO 3 TMNT 1989 DOOM Texas Hold em 4 Worms Castlevania Street Fighter II HF 5 DOOM Ultimate Mortal Worms Kombat 3 6 Castlevania Texas Hold em Castlevania 7 Ultimate Mortal UNO GALAGA Kombat 3 8 PAC-MAN Bankshot Billiards 2 Ultimate Mortal Kombat 3 9 Geometry Wars LUMINES LIVE! PAC-MAN 10 Contra TMNT 1989 DOOM Blue 2007 Orange 2006 Green - 2005 Performance during FY07 only regardless of when title launched Market Presence Games Page
How games get onto Arcade Developer What games are we looking for? Publisher Microsoft 3PP Team Arcade Publishing Team We want games that Portfolio Management are approachable Easy to Pick up and Play Fun for the whole family Fun for all ages Take lessons learned in PC casual and extend to the living room support gamers devices Social in Nature Approachable controllers Stigma-breaking Aspire Aspire Physical, mental fitness Learn about the real world Make you a better person Help others bring people together Social Games Multiplayer Competitive Cooperative Backseat driver Party Games Assymetric multiplayer
\ Games that work across platforms Concept Pitch Guidance The 6 Pillars of What We Look for in Games Innovation Gameplay Visuals Multiplayer & Social Platform Showcases Global Appeal Worldwide Appeal Design with a global customer in mind Localization English, French, Italian, German, Spanish, Japanese, Korean, Traditional Chinese, European Portuguese. Concept Pitch Guidance Submission docs Concept submissions often lack Sufficient description of gameplay Sufficient quantity and variety of art samples Screenshots preferred, but concept art helps Convincing evidence of differentiation How is this different from comparable titles? What exactly does new modes of play mean? PDLC support is not automatically a differentiator High-Level Development Process Step #1: Submit Concept Work with Arcade Portfolio Planning team (arcade@microsoft.com) or- your Publisher and Account Manager to determine if your game is a good fit and to discuss business details. Step #2: Kickoff Get engaged with Arcade production team to discuss requirements & best practices. Get lined up with Arcadespecific support materials. Step #3 Get Cranking Develop an awesome Arcade title that every Xbox 360 owner will have to have! Work with Arcade team along the way. Step #4 Submit to Cert Arcade titles are certified similarly to retail Xbox 360 titles. Step #5 Release to Market The title is made available in Marketplace and downloads begin. How to Get Started For Independent Developers: Work with Arcade Portfolio Planning team (arcade@microsoft.com) to determine whether your title is a good fit and to iron out the business details. NDA Submit Concept Submission Form & Materials Playable Demo goes a long way! For Publishers Work with your established account manager
Microsoft Casual Games Developer Program Developer portal is best starting point for engaging on all our platforms www.microsoftcasualgames.com Information about technical requirements per platform Clear instructions about how to ship your games on our platforms Developer program registration Overview of XNA Game Studio Have you tried it? What is XNA Please raise your hand if you ve downloaded and played with the free XNA Game Studio Express. XNA is composed of industry-leading software, services, resources, and communities focused on enabling game developers to be successful on Microsoft gaming platforms. XNA Game Studio The Vision XNA Game Studio Express The First Product Open the Xbox 360 to more (your) ideas Lower game development barriers Make cross-platform easy Focus on what makes games great Help grow new game creators Part of the XNA family Commercial-strength Built on top of Visual C# Near 100% cross-platform Available for free download
XNA Game Studio Express The (amazing) response from Belarus Over 400,000 downloads since Dec 06 Over 200 universities worldwide Hundreds of user-created tutorials Hundreds of user-created games Dream-Build Build-Play warm-up Given 2 and 1/2 weeks to make a game from Belleview from Italy from France from Chicago
What can I build? LIVE Arcade games Serious games Studio prototypes Next-generation casual games Companion games Dream. Build. Play. 2007 www.dreambuildplay.com Over 4,500 teams registered Over 200 games submitted The plan was to grant a single title an XBLA publishing deal Dream. Build. Play. 2007 The XBLA team wanted the top 4! What s s next? (and what about Game Studio Pro?) Game Studio 2.0 announced LIVE Network Support Up-level Visual Studio 2005 support Tons more improvements! We will enable commercial XBLA releases Extensions to XNA GS 2.0 Select greenlit XBLA partners microsoftcasualgames.com (developers section) We haven t t announced the timeline for this creators.xna.com Creator s Club robg@microsoft.com kenshim@microsoft.com
One Source Multi Use 하나의원작 (source) 이다양한분야나장르에서활용되면서고부가가치를만들어내는비즈니스구조를일컬으며, 창구효과 (Windows effect) 라고도불린다. Microsoft 의전략은 OSMU 를창출할수있는환경개발 Xbox Live Arcade XNA 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation