Get 20% off Game Dev Days in Tallinn

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Game Dev Days is right around the corner and IGDA Members get 20% off standard tickets using promo code IGDAFIN. Game Dev Days is a great knowledge sharing event where business meets creativity.

Attention Indies! The deadline for submitting your game to the Game Village is March 15th.  Game Village is the conference's indie project showcase and competition where developers can present their latest games and get feedback from experts and conference attendees. The best project will be selected during the show and be awarded by a special prize and automatically qualify for Casual Connect's Indie Prize competition. 

The Game Village package includes: 2 Standard conference passes, demo space to showcase their game, and access to the workshops.

Check out the conference website for more information: https://gamedev.ee

Helsinki Hub: Bravo, February, Bravo

By Giorgos Riskas and Roope Sorvo

IGDA’s first gathering in Helsinki in 2018 IGDA started with a blast.

London-based BRAVOCOMPANY, stepped in at the last moment to sponsor the February event and showed cased their tactical team combat game Forces of Freedom. The company have coin the term “Coffee Break eSports”, which they use to describe a competitive real time team multiplayer games that can be played in 4 minute sessions.

In his seminar “Forces of Freedom in Early Access: The Good, The Bad, The Ugly!”, Florian Stronk, the co-founder and CEO of BRAVOCOMPANY, openly discusses the development process of Forces of Freedom, the company's first game.

In his presentation he didn’t shy away from the things that went wrong in development; sharing anecdotes that serve as learning moments and advice for the future.

Much emphasis was given to the importance of the community. When BRAVOCOMPANY first started, the team was short on resources and experience but full of ambition and passion for what they were doing. Now they would like to let other people benefit from the experience they gave gained throughout their development process.

Heavy emphasis was also placed on communication between the developer and the players. According to Stronk, the most important aspect of this communication is honesty, admitting one’s mistakes and taking whatever action is required to handle issues at hand.

Forces of Freedom was also available for play in the traditional IGDA demo corner. The team-based third person shooter pits two 5-person teams against each other over multiple game modes, with matches clocking in around four minutes. The full version is planned to feature multiple classes from scout to sniper, with maps spanning around the globe and covering over 50 years of history.

Despite the game drawing from real life military history, the game’s purpose is to bring people together across national borders. The matchmaking system used puts people from several different countries in the same team.

The game has already attracted more than 10 million players in Google Play’s Early Access. Based on organic traction and reassuring metrics, the company is focused on evolving Forces of Freedom into an entertainment product to be enjoyed over the years.

 

IGDA Board of Directors Election - 2018

On behalf of IGDA Finland, we wish to remind you that IGDA org has open election for the IGDA Board of Directors where we have the best candidate from Finland – Christopher Hamilton!

Chris has had an incredible impact on the Finnish chapter of IGDA for years with his huge passion for games and community development. We need a representative such as him to be elected to the IGDA Board of Directors in order to have the voice of Finnish gaming industry heard globally.

VOTE FOR CHRIS!

Turku Hub - report from January gathering with Veikkaus

IGDA Finland Turku Hub Gathering with Veikkaus - January 2018

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We start the year with a super interesting talk from producer Ilkka at Veikkaus Game Studio.

As you may know, Veikkaus is owned by the state and the company has a monopoly on gambling. Profits go to culture and healthcare, and this is part if how gambling is regulated and how the bad sides of addiction are being kept under control. The games are meant to be fun and exciting but safe at the same time.

Producer Ilkka started his career with being a croupier for ten years, but then got the idea to apply for a job in the Ray Game Studio (Ray and the old Veikkaus joined in 2017). When he applied for the position he knew nothing about the studio, and when he got the job he made it his mission to make more people aware of them and how they work.

The Game Studio has about 40 employees. They make their own slot games, but now also mobile games.

What generated the most money in Veikkaus? 1/8 is from the lottery and once a week games. 1/3 comes from sports betting games, where some skill and knowledge is necessary to play. 1/2 comes from so called excitement games, that is slot machines, e-scratch cards, normal card games etc. Half of the revenue comes from the slot machines, and this is the largest part over all.

In the game studio they start by making a game for the slot machine, for one type. Then the game is exported to other machines. Online games are made with partners, other Finnish companies.

When we make our games we start to make the game for slot machine, one type, then they are exported/improted to other machines. Online games made with partners, Finnish other companies.

The studio has 12 programmers, 10 artists, 1 audio artist, so most of the audio is outsourced. There are a few people who specialize on mathematics, and there is one head of research. They make 5-18 games a year, and are probably the most agile part of the company (Veikkaus employs around 2000 people).

They are organized into smaller teams. The team decides what the game should look like. The business department might say something sometimes, but the track records says that the team knows what makes a good slot machine game.

Agile development is a buzzword. If the team members are used to working with scrums or dailys, they can use whatever tools they want. As long as it works. One person is missing: there is no crunch guy. Progress should be made all the time, so NO crunching.

The development process usually starts from a need. The business intelligence says we need to diversify the portfolio for example ”We need a game in January”. The framework for the team comes from here. Sometimes it goes the other way, but it is rare.

The usual development cycle is 6-9 months. They have pretty fast production cycles in general.

Veikkaus differs from normal companies: they already have a monetization plan, and they have users. They can focus on the end user experience. The studio does not need to think about marketing.

After every project there is one month testing, with no development. Two new people test the games to see if something is wrong. If everything is cool it goes to an approval testing.

They publish game packs, not one game at a time. All updates need to be in one pack. During that time they can’t do anything with the game, and focus on other games.

The audience had a lot of questions this time:

Q: What do you search from outsourced studios?

A: Skillwise: mobile and desktop C++, online HTML5, you need to know these.

Some kind of good track record. Can you show us that you are team players and not complete newbies?

Q: Creative side? Graphics audio?

A: It doesn’t matter where you published your games, but having done mobile is good, so you know the technology. Otherwise there are no preferences on what you have done previously.

Q: How do you deal with bugs after release?

A: Since there is money in it… Turn it off so no one can play. If it is a graphical thing we make a fix in the next package. Hot fix if it is serious, its not common, but we can do it. If it something huge that has gone wrong… The player is the most important. If it is anything that endangers the player experience or their money, that is priority.

Q: How hard is to balance entertainment and profit?

A: Good question. We have the math guys. All of our slot games have 90 % return rates. For some people small money is entertaining, some people want just big wins. We are making games for different kinds of gamers. We need to have an idea about who the game is aimed at. Its about balancing the math with game play.

Q: Have you made a game where you loose so much it becomes unpopular?

A: Don’t think so.. I don’t think its about wether you loose or win, it has most to do with how it feels to play. Sometimes the loosing feels like winning. We try to give the player some value though the game.

Q: Do you get feedback?

A: Yes. Always relevant? No. But we do listen to it, there is always some truth in the comments.. But we need to interpret them… Its comment like ”I feel dizzy”, ”I want to win more” etc.

Q: How much regulation is there to restrict development?

A: Poliisihallitus, The national police board, if they say no, we can’t publish. The game can't be too fun or exciting. What is too fun? If there is a new feature that is too new or exciting. Sometimes they give us no motivation. But we do want to make entertaining games…

Q: How much say do you have about what kind of games? What kind of mechanics?

A: The teams have a lot of say. Business intelligence might say that now is a good time for a thing (a poker game for example), the rest is up to the team. The team have a good ownership of the products.

User Research Breakfast Meet-up at Rovio

The first User Research professionals breakfast will happen at Rovio's headquarters at Keilaranta 7, Espoo, on February 9th from 08:30 to 10:00. This will be a great opportunity to meet, talk and exchange ideas! There will be food as well as cold and warm drinks. If you're working in user research we hope to see you! 

If you have any questions e-mail Elise Lemaire at elise (dot) lemaire (at) rovio (dot) com, otherwise just register through Facebook: https://www.facebook.com/events/1976781212576969/