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Presented by Roger Peters
Atlanta Windows Apps Meetup
February 4th, 2013
Roger Peters (@SmartyP)
Independent Mobile Developer
AllMobileEverything.com
SmartyPantsCoding.com
SmartyP.net
You can create games the same way
you create apps today.




Minesweeper   Solitaire      Alpha Jax
• XAML, C#, VB, etc.
• Visual Studio / Expression Blend
• HTML5, EaselJS, jQuery, etc.
More examples




Blackjack Metro   Krashlander
Pros
•   Utilize existing app dev knowledge
•   Leverage platform tools and capabilities
    (databinding, animation systems, etc.)
•   Apply learnings from game dev back
    towards app development

Cons
•   Platform specific investments
•   Rendering capabilities and limitations
    (3D rendering, frame rate, shaders)
•   Performance
Code Share
•   Game resources and relative parsers
    (level definitions, image and sound assets)
•   POCO types, constants, and interfaces
•   Game logic (via Mono)

Platform specific code investment
•   All view related layouts and definitions
    (ex: XAML, XIB, XML layouts)
•   Code-behind layer powering the device-
    specific view
Create any game you want. Master the
art of game creation and coding.




                 I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1
                 (Xbox Live Arcade)
•   Update() / Draw() loop
•   Allocate all memory up front
•   Utilize sprite sheets for animation
•   Factor in elapsed time in game logic
    ex: move 200px per second:
    pos_x = pos_x + 200 * Elapsed.Seconds
C++ & DirectX
• Cocos2d-x
• Box2D
• etc.
MonoGame [XNA]
• C#, VB, etc.
• Box2D.XNA
• Farseer Physics Engine
Fez, Xbox Live Arcade (XNA)
Meat Boy, Xbox Live Arcade
Pros
•   Built on basic game concept (update/draw loop)
•   Great for education
•   Performance
•   Large community of platforms and resources
    (Cocos2d-x, Box2d, Farseer, etc.)
•   Cross-platform support
•   Cost
Cons
•   Very limited and low level operations
•   No integrated physics engine, editors, etc.
•   Do most things ‘by hand’
Invest in tools that put creating
blockbuster titles within reach.




Zombieland USA 2   Bad Piggies
Unity
Game Engines
• Unity* (C#)
• Rapid 2D (C++, uses Box2D)
• Game Salad

* Coming soon, part of Unity 4.x release timeframe
Pros
•   Speed of game creation
•   Performance and optimization
•   Cross-platform support
•   Built in physics and animation systems
•   Mostly abstracted from platform
•   Very extensible
Cons
•   Licensing costs
•   Learning curve
•   Dependent on cross-platform support of engine
•   Games which are monetizing the best are
    using a ‘freemium’ model. Users are cheap,
    don’t be stingy.
•   Industry leaders focus on RPI (return-per-
    install), ASO (app-store-optimization), and
    large scale user acquisition.
•   Cross-platform games have a larger
    potential user base, have their word-of-
    mouth and social marketing go further, and
    are less affected by market shifts.
“Success is Where
Preparation Meets
Opportunity”
         -Henry Hartman
“Flashlight” earns $1400+/day today on iOS – not
because it was revolutionary, but because it was
established in the market before it was oversaturated.
Design
• Never design for fixed screen sizes
• Design for a higher resolution than necessary
• Create assets in vector formats when
  possible (most important for 2D games)
• Invest time in your marketplace assets
• Don’t reinvent the wheel
  (utilize Unity Store, and other asset libraries)
Monetization
• Get familiar with in app purchases (IAP)
  • Consumables
  • Unlockables
• Get familiar with IAP methods
  • Virtual currency
  • Virtual items
• Reward users
  • Return visits
  • Leaving reviews
  • Sharing with friends
Monetization (continued)
• Sell, sell, sell
  • Ads (banner, full-screen interstitial)
  • Via in-app stores, pause screens, and
     popups
General
• Must go-wide for ‘freemium’ to work
• Paid apps account for only 10% of downloads
• Build an app network for cross-promotion and
  multiple revenue streams
• Don’t annoy your users (limit ad frequency, etc.)
• Spend time analyzing marketplace top charts
• Read other games’ post-mortems
Jumpers



Runners



Task-based games
Currently #2 in all free games   What’s the Word?
To experiment with game ideas?
•   Use the practical approach – no big investment, and
    you get to see your game idea sooner

To start a new hobby? To learn something
new? Educational purposes?
• Use the Hobbyist approach or hardcore approach –
  learn traditional game coding techniques, and how
  today’s best game shops create their games
To make money?
• Building the game is secondary – understanding how
  to monetize is tantamount. Consider outsourcing, or
  leveraging existing game engines.
Roger Peters (@SmartyP)
Independent Mobile Developer
AllMobileEverything.com
SmartyPantsCoding.com
SmartyP.net

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Creating Casual Games for Windows 8

  • 1. Presented by Roger Peters Atlanta Windows Apps Meetup February 4th, 2013
  • 2. Roger Peters (@SmartyP) Independent Mobile Developer AllMobileEverything.com SmartyPantsCoding.com SmartyP.net
  • 3.
  • 4.
  • 5.
  • 6. You can create games the same way you create apps today. Minesweeper Solitaire Alpha Jax
  • 7. • XAML, C#, VB, etc. • Visual Studio / Expression Blend • HTML5, EaselJS, jQuery, etc.
  • 8.
  • 10. Pros • Utilize existing app dev knowledge • Leverage platform tools and capabilities (databinding, animation systems, etc.) • Apply learnings from game dev back towards app development Cons • Platform specific investments • Rendering capabilities and limitations (3D rendering, frame rate, shaders) • Performance
  • 11. Code Share • Game resources and relative parsers (level definitions, image and sound assets) • POCO types, constants, and interfaces • Game logic (via Mono) Platform specific code investment • All view related layouts and definitions (ex: XAML, XIB, XML layouts) • Code-behind layer powering the device- specific view
  • 12.
  • 13. Create any game you want. Master the art of game creation and coding. I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1 (Xbox Live Arcade)
  • 14. Update() / Draw() loop • Allocate all memory up front • Utilize sprite sheets for animation • Factor in elapsed time in game logic ex: move 200px per second: pos_x = pos_x + 200 * Elapsed.Seconds
  • 15. C++ & DirectX • Cocos2d-x • Box2D • etc. MonoGame [XNA] • C#, VB, etc. • Box2D.XNA • Farseer Physics Engine
  • 16.
  • 17. Fez, Xbox Live Arcade (XNA)
  • 18. Meat Boy, Xbox Live Arcade
  • 19. Pros • Built on basic game concept (update/draw loop) • Great for education • Performance • Large community of platforms and resources (Cocos2d-x, Box2d, Farseer, etc.) • Cross-platform support • Cost Cons • Very limited and low level operations • No integrated physics engine, editors, etc. • Do most things ‘by hand’
  • 20.
  • 21. Invest in tools that put creating blockbuster titles within reach. Zombieland USA 2 Bad Piggies
  • 22. Unity
  • 23. Game Engines • Unity* (C#) • Rapid 2D (C++, uses Box2D) • Game Salad * Coming soon, part of Unity 4.x release timeframe
  • 24. Pros • Speed of game creation • Performance and optimization • Cross-platform support • Built in physics and animation systems • Mostly abstracted from platform • Very extensible Cons • Licensing costs • Learning curve • Dependent on cross-platform support of engine
  • 25.
  • 26.
  • 27. Games which are monetizing the best are using a ‘freemium’ model. Users are cheap, don’t be stingy. • Industry leaders focus on RPI (return-per- install), ASO (app-store-optimization), and large scale user acquisition. • Cross-platform games have a larger potential user base, have their word-of- mouth and social marketing go further, and are less affected by market shifts.
  • 28. “Success is Where Preparation Meets Opportunity” -Henry Hartman
  • 29. “Flashlight” earns $1400+/day today on iOS – not because it was revolutionary, but because it was established in the market before it was oversaturated.
  • 30. Design • Never design for fixed screen sizes • Design for a higher resolution than necessary • Create assets in vector formats when possible (most important for 2D games) • Invest time in your marketplace assets • Don’t reinvent the wheel (utilize Unity Store, and other asset libraries)
  • 31. Monetization • Get familiar with in app purchases (IAP) • Consumables • Unlockables • Get familiar with IAP methods • Virtual currency • Virtual items • Reward users • Return visits • Leaving reviews • Sharing with friends
  • 32. Monetization (continued) • Sell, sell, sell • Ads (banner, full-screen interstitial) • Via in-app stores, pause screens, and popups General • Must go-wide for ‘freemium’ to work • Paid apps account for only 10% of downloads • Build an app network for cross-promotion and multiple revenue streams • Don’t annoy your users (limit ad frequency, etc.) • Spend time analyzing marketplace top charts • Read other games’ post-mortems
  • 34. Currently #2 in all free games What’s the Word?
  • 35.
  • 36.
  • 37.
  • 38. To experiment with game ideas? • Use the practical approach – no big investment, and you get to see your game idea sooner To start a new hobby? To learn something new? Educational purposes? • Use the Hobbyist approach or hardcore approach – learn traditional game coding techniques, and how today’s best game shops create their games To make money? • Building the game is secondary – understanding how to monetize is tantamount. Consider outsourcing, or leveraging existing game engines.
  • 39.
  • 40.
  • 41. Roger Peters (@SmartyP) Independent Mobile Developer AllMobileEverything.com SmartyPantsCoding.com SmartyP.net