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Cesar S.Tolentino
3rd ICT Summit, Bacolod City
November 25 to 26, 2010
 World of Warcraft (WOW)
 Estimated US$40 Million to develop
 Generated US$1 Billion in revenues in 2008
 ROI (estimated as of 2009) = 5x to 8x (500 to
800%)
 Years to reach 5x ROI = 4 years
 Everyone now wants to be the next World
ofWarcraft
 Video game outsourcing was estimated to
have reached US$1.1 Billion in 2009
 This will reach US$2.5 Billion by end of 2010
 Outsourcing by the end of 2010 will represent
over 40% of the budget for creating a video
game
 70% of game studios outsourced in 2009,
reaching 90% by end of 2010
E – Estimated, P – Projected. Source: GDAP, 2010
AWARDS NOMINEE, 2006
How do I get into the game
development business?
Three Options
 Original game creation
 Game development outsourcing
 Game development services
outsourcing
Original game creation
 You produce everything from concept to game design, to
game creation, and to marketing to a publisher or distributor
Game development outsourcing
 A publisher or independent developer comes up with the
concept and game design (and markets the end product),
while you execute the game creation
Game development services outsourcing
 You only handle an aspect of game creation, either pre-
production/concept art, character design, game art/animation,
sound production, voice-over, game programming, or game
testing
Pros
 You maximize your earnings
 You get to exercise artistic freedom
Cons
 Maximum risk
 What if the publisher/distributor does not like it?
 What if the product flops in the market?
 Can be capital intensive since you will need a full-
service organization (large overhead)
Example: Anito: A Land Enraged, self-published by
Anino Games
Pro
 Publisher/Independent Developer takes the risk of the
product’s market success (your payment is
guaranteed no matter what happens to the game)
Cons
 Earnings are moderate (not like self-publishing)
 No guarantee the publisher/independent developer
will come back for another try (especially if quality is
not good, and the product fails in the market)
Example:Circus Games by Matahari Studios for
Ubisoft
Pros
 Publisher/Independent Developer takes the risk of the
product’s market success (your payment is guaranteed no
matter what happens to the game)
 And usually sends a lot of specialized work on more than
one game (your pipeline can fill up fast)
Cons
 Earnings are small (since your contribution to the entire
game is minimal)
 Publisher/Independent Developer exercises strict quality
control and time management
 You will need to scale up fast (can be capital intensive)
Example: Game art on Afro Samurai (Namco) by Secret 6
Art Outsourcing
 High-end 3DWorkstation with …………… US$12,000
3D Studio Max, Maya Unlimited,
Adobe Photoshop CS5, and
Microsoft Office Professional
(plus dual LCD monitors)
Game Programming
 High-endWorkstation with …………… US$3,000
Java, C++, PHP and Microsoft
Office Professional
(plus LCD monitor)
Other Hardware/Infrastructure
 Scanner, Printer, LCD Projector……………… US$2,000
 GraphicsTablet (optional for …………………. US$2,000
Art Outsourcing workstation
 File Server & Network Storage………………. US$5,000
 Security Camera System
 Project ManagementTools
 Cubicles, Chairs, Headsets
 Uninterruptible Power Supplies
 High-Speed Internet Connection
 FTP Servers for Pick-Up and Delivery
 Redundant HVAC System
 Subscription to System Back-Up/Business Continuity
 Two artists, three programmers, two other
staff, and one studio manager
 Two Art Workstations,Three Programming
Workstations, and Miscellaneous
Hardware/Infrastructure
 Possible Equipment Capital Cost = US$45,000 –
US$50,000
 Possible OverheadWorking Capital = US$40,000
– US$50,000 (for first 6 months)
 TotalWorking Capital = US$85,000 –
US$100,000
 Start small, scale up moderately
 Focus on specialization in a game design element from
the get-go (like the best in a particular game genre,
platform or language)
 Be prepared to diversify horizontally from the get-go (can
start as services outsourcing in game art but plan an
upgrade path into game programming and/or game
design, and then into game testing)
 Establish relationships with publishers and independent
game developers even when your company is still in the
planning stage
 Never be afraid to collaborate with erstwhile competitors
 For more details
Contact: Cesar S.Tolentino
cstolentino@yahoo.com

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How to Get Into the Game Development Business in the Philippines

  • 1. Cesar S.Tolentino 3rd ICT Summit, Bacolod City November 25 to 26, 2010
  • 2.
  • 3.  World of Warcraft (WOW)  Estimated US$40 Million to develop  Generated US$1 Billion in revenues in 2008  ROI (estimated as of 2009) = 5x to 8x (500 to 800%)  Years to reach 5x ROI = 4 years  Everyone now wants to be the next World ofWarcraft
  • 4.
  • 5.  Video game outsourcing was estimated to have reached US$1.1 Billion in 2009  This will reach US$2.5 Billion by end of 2010  Outsourcing by the end of 2010 will represent over 40% of the budget for creating a video game  70% of game studios outsourced in 2009, reaching 90% by end of 2010
  • 6. E – Estimated, P – Projected. Source: GDAP, 2010
  • 8. How do I get into the game development business?
  • 9. Three Options  Original game creation  Game development outsourcing  Game development services outsourcing
  • 10. Original game creation  You produce everything from concept to game design, to game creation, and to marketing to a publisher or distributor Game development outsourcing  A publisher or independent developer comes up with the concept and game design (and markets the end product), while you execute the game creation Game development services outsourcing  You only handle an aspect of game creation, either pre- production/concept art, character design, game art/animation, sound production, voice-over, game programming, or game testing
  • 11. Pros  You maximize your earnings  You get to exercise artistic freedom Cons  Maximum risk  What if the publisher/distributor does not like it?  What if the product flops in the market?  Can be capital intensive since you will need a full- service organization (large overhead) Example: Anito: A Land Enraged, self-published by Anino Games
  • 12. Pro  Publisher/Independent Developer takes the risk of the product’s market success (your payment is guaranteed no matter what happens to the game) Cons  Earnings are moderate (not like self-publishing)  No guarantee the publisher/independent developer will come back for another try (especially if quality is not good, and the product fails in the market) Example:Circus Games by Matahari Studios for Ubisoft
  • 13. Pros  Publisher/Independent Developer takes the risk of the product’s market success (your payment is guaranteed no matter what happens to the game)  And usually sends a lot of specialized work on more than one game (your pipeline can fill up fast) Cons  Earnings are small (since your contribution to the entire game is minimal)  Publisher/Independent Developer exercises strict quality control and time management  You will need to scale up fast (can be capital intensive) Example: Game art on Afro Samurai (Namco) by Secret 6
  • 14. Art Outsourcing  High-end 3DWorkstation with …………… US$12,000 3D Studio Max, Maya Unlimited, Adobe Photoshop CS5, and Microsoft Office Professional (plus dual LCD monitors) Game Programming  High-endWorkstation with …………… US$3,000 Java, C++, PHP and Microsoft Office Professional (plus LCD monitor)
  • 15. Other Hardware/Infrastructure  Scanner, Printer, LCD Projector……………… US$2,000  GraphicsTablet (optional for …………………. US$2,000 Art Outsourcing workstation  File Server & Network Storage………………. US$5,000  Security Camera System  Project ManagementTools  Cubicles, Chairs, Headsets  Uninterruptible Power Supplies  High-Speed Internet Connection  FTP Servers for Pick-Up and Delivery  Redundant HVAC System  Subscription to System Back-Up/Business Continuity
  • 16.  Two artists, three programmers, two other staff, and one studio manager  Two Art Workstations,Three Programming Workstations, and Miscellaneous Hardware/Infrastructure  Possible Equipment Capital Cost = US$45,000 – US$50,000  Possible OverheadWorking Capital = US$40,000 – US$50,000 (for first 6 months)  TotalWorking Capital = US$85,000 – US$100,000
  • 17.  Start small, scale up moderately  Focus on specialization in a game design element from the get-go (like the best in a particular game genre, platform or language)  Be prepared to diversify horizontally from the get-go (can start as services outsourcing in game art but plan an upgrade path into game programming and/or game design, and then into game testing)  Establish relationships with publishers and independent game developers even when your company is still in the planning stage  Never be afraid to collaborate with erstwhile competitors
  • 18.  For more details Contact: Cesar S.Tolentino cstolentino@yahoo.com