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Justin Lambros (general manager, Kabam) discusses how his own experiences in the console gaming world have influenced him, and what the takeaways are for Flash game developers.
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Next Generation Flash Gaming: Lessons from Console Development
Justin Lambros, General Manager, Kabam
My Background
Overview• Came to web/mobile to learn– Balance innovation & best practice– Never just go with “this worked for
console”– But don’t forget what worked in console– Learn & use new tools effectively
Team size matters• Bigger not always better
• 30-40+ means more management
• ~20 optimal with high performers
• Build process around team members
Invest in tools• Don’t need to be
perfect, just functional
• Free up engineers for new features
• Web vs. Console Engineering
Fully embrace monetization• Giving players the ability to
invest more in your game
• Micro transactions can help subscription games
• A thoughtful design built upon meaningful expansion
Product Management vs. Design• Player empathy vs.
monetization optimization
• Healthy tension, like Quality vs. Schedule & Budget
• Have specialists, teach them other skills
Embrace the right aesthetic• Pick the right
technology for your design & world
• Use 3D to its strengths
• 3D requires an entirely new control scheme
2D to 3D transition• Remember back to the
3D transition in consoles?
• Most successful weren’t full 3D
• Biggest eye sores were
Understand long term engagement
• Create a place they want to stay – world building
• Plan seasons of TV, not a feature film
Do the beginning last• Learn the core loop
first, iterate
• Deliver the FTUE/Tutorial once you understand what’s cool about your game
Polish matters
• In small ways, at specific times
• Don’t fall into an endless loop
• Take advantage of the time you have, when you have it
• Look for ways to fit it in, and plan for it before launch