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Don’t Miss: What Nintendo’s indie program looked like way back in 2014

What’s the state of Nintendo’s indie program? Earlier this year, Dan Adelman — who had long been the company’s most prominent booster of independent developers — left Nintendo after a long period of public silence.

In the wake of that, we began to wonder: What is Nintendo doing for independent developers? What does it want to see on its platforms?

Nintendo has a reputation for being closed off — and it’s clearly earned that reputation. But some independent developers, like Renegade Kid’s Jools Watsham (Mutant Mudds) have spoken about just how easy and rewarding it is to work with the company.

Much more must be going on there than is apparent on the surface.

To find out more, Gamasutra spoke to Damon Baker and David Wharton. Baker is the senior manager of marketing in the licensing department; he works with external developers directly. Wharton is director of marketing and analytics for Nintendo’s network business department, which is its online storefront, the eShop.

The conversation took place at Seattle’s EMP museum, where an exhibit, Indie Game Revolution, opened this past weekend dedicated to independent games; it’s sponsored by Nintendo. The interview that resulted — which is edited, but still long — spells out where the company is as regards independent developers in 2014.


Damon Baker and David Wharton at the EMP exhibit.
The last time I spoke to someone to Nintendo about this was with Dan Adelman. Obviously he’s left the company. So, what’s new in this “new era” of no Dan? I don’t want to focus the question on him, but I haven’t had a chance to talk to you guys about things, so tell me about your thinking.

Damon Baker: Dan was working in our department and we’re still really close with him. He’s doing a great job on his own thing, and we’re going to continue to work with him in the future, so that’s exciting.

In terms of what has changed since, not a lot has changed, because I think he was more of a face for our indie community and our relationship with those developers, but it’s always been a team effort in the organization — whether working with David and his team on eShop and data collection, or working with other departments.


The eShop on the 3DS and Wii U
We bring the content through, from an operations standpoint. We have a business development division. We have a marketing division as well. So it’s always been a bunch of people that have been involved in that.

And so, at least right now, we haven’t filled his position, but we have all hands on deck that are answering questions, that are giving advice on what great content they’re seeing. It’s almost more like a committee basis at this point, at least in terms of how we’re working with the independent community.

How do you get games onto your platforms? Do you go look for them? Do they come to you? I’m sure it’s both, but please talk a bit about how it works.

DB: It’s absolutely both. They’re really passionate developers who grew up with Nintendo platforms and they’ve always had a vision of their games on a Nintendo platform, so they’re very proactive about reaching out to us, and we direct them to the developer website and get them signed up as quickly as possible, so they can then get a development kit and get on their way.

Additionally, we are proactive, ourselves, in going to different trade shows and going to different indie meetups and shows, and seeing what type of content is out there, and hearing the buzz that is going on, online, in terms of what we should be paying attention to and what we should be going after.

So it’s a bit of both.

I saw the Nintendo Direct; you were at IndieCade. You were exhibiting titles that were on your platforms, but I’m assuming you were also talking to developers.


Baker interviewing an indie developer at IndieCade on Nintendo Direct
DB: Oh, yeah. Absolutely. Because the first day of IndieCade, they had the IndieXchange, which are the classroom sessions. So we did a presentation, a bit of a background on how to become a developer, and our self-publishing business, the tools that are available — things like Unity and the Nintendo Web Framework, which is basically HTML5 and Java support.

We did some tech demos and live demonstrations of how easy it is to bring content over to the Web Framework, in front of the crowd, so that was pretty cool to be able to do that.

And then we did have the speed dating and the different sessions where people can come to us and pitch their game ideas and concepts, and just get information on how to get started. So it was a busy day. I think we were booked from 9 until 4:30, with meetings every 15 minutes, with the indie developers. And them from 4:30 to 6:30, we had three-minute meetings that were packed back-to-back.

Three-minute meetings?

DB: Yeah. It was a speed dating round that IndieCade organizes, and they had a timer, and people came in and had three minutes to do a presentation on their game, so we got exposed to a ton of content over the course of a day. It was non-stop.

What do you look for when you see a game or meet a developer, that makes you say, “Oh, yeah. We’d like to see this on our platforms”?

DB: Well, we don’t really judge, because people have different interests, and we can’t really narrow that down to just whatever it is that I like, or that I think the licensing department likes. So we do have that open-door policy, and allow everything to be coming in.

“I think what I look for, though, are those things where the developer is passionate about it, and has also done their homework in terms of how to maximize the opportunity.”

I think what I look for, though, are those things where the developer is passionate about it, and has also done their homework in terms of how to maximize the opportunity. It’s one thing to come in and say, “I have this great idea,” and it’s written on a piece of paper, and they have nothing to show for it.

But there’s the different level where they’ve done their research, they’re integrated into the community, they’ve talked to other developers that have brought content to Nintendo platforms, and they already have some idea of best practice. And then it’s about amplifying it, and taking it to the next level, so that more people can see it. And there are some really great opportunities out there.

Do you help make those connections? If I were to think about what indies you should speak to about bringing content to Nintendo, it would be Nicalis, it would be Image & Form, it would be Yacht Club, and Renegade Kid.

DB: Our “Nindie” community!

Those would be the obvious ones. But do you facilitate those conversations?

DB: Yeah, we help with that. But they’re also very proactive on their own accord. All of those guys have actually written stories and essays and revealed a lot of insight in terms of what to expect as an indie developer, your first venture into this space, and I think a lot of that is amazing educational material.

[Ed. Note: There are examples of just this thing on Gamasutra already. Nicalis’ Tyrone Rodriguez talks about the 3DS’ potential for game sales here; Image & Form’s Olle Hkansson writes about designing SteamWorld Dig here; Yacht Club’s David D’Angelo talks about Shovel Knight‘s sales here; Renegade Kid’s Jools Watsham blogs about self-publishing here.]

Do you fund indie games?

DB: No. We don’t have a Pub Fund type of thing. Really, our point of differentiation is on the relationships that we build with those guys. We invest a lot of time and energy and internal resources supporting these guys.

A lot of independent developers are amazing coders, and amazing at bringing experiences to life, but they may not be as familiar with how to market their game, or how to promote it, or how to take that to the next level. So we put in a lot of resources there to kind of hold their hands and show them examples of how they can make the most of it, and they can then use those tools for all of their future releases as well, regardless of platform.

Some obvious promotional channels that Nintendo offers are the eShop itself and Nintendo Direct. Is there anything I’m missing?

DB: Well, we participate in different trade shows, showcasing indie content there. We do media tours across the country. We have newsletters, social media, YouTube. Our YouTube channel is fantastic in terms of promoting all of their videos and trailers that are coming out. We work really closely with David and his team on marketing and merchandising opportunities within the eShop.

David Wharton: On top of that — on top of just all of those channels — we try and create a whole bunch of promotional opportunities that independents can participate in. Where rather than promoting a single title, we’re making them be part of something larger. Because one of the things we’ve found is that when we have a bigger story to tell, consumers respond to that.

Whether it’s an indie sale or whether it’s something around a particular theme, or a particular event like PAX or E3, if we can tell a bigger story, we can create these promotional events that they can participate in. When they can take advantage of the fact that we have a whole bunch of people all coming to the platform at the same time.

DB: Yeah, IndieCade is a big deal for us, in that we’ve participated in the last two years with the booth space. It’s completely dedicated to third-party content and indie developers. And also, over the last two years, we’ve been able to tie that into Nintendo Direct promotion as well, and amplify that message and that presence we’ve had there. Those developers are absolutely thrilled to be getting that type of exposure to an expanded audience.

So, when you’re going to go promote someone’s game, how do you make that decision? I feel like, on the 3DS eShop in particular, there are a lot of little games I’ve never heard of. So how do you make the choice of who’s going to get a little bit more of a push?

DB: There are a lot of factors that come into play. But we’re looking for quality. We’re looking for unique experiences. We look for people that are utilizing our console functionality in unique ways — so if they’re embracing using the [Wii U’s] GamePad or using 3D or touch-screen, or motion control, or any of those types of things, that helps create a point of differentiation that we can then, it gives us more bullet points we can point out and promote across the board.

I would say the number one thing is back to the relationship-building. If you’ve got a developer that is reaching out to us, that is communicating with us, that is giving us advance notice on when their release is coming out and where it is in the pipeline, what they’re doing to help promote it, then we are much more prone to helping promote their content when it becomes available. But if we only find out about a game at the last second, then it really limits the amount of opportunity we have to maximize that launch period.

DW: We also look at “who’s that game for” and whether we have a broad base of content that targets that consumer. So if we know we’ll be launching some full game download — whether it’s first party or third party — we’ll want to merchandise smaller content that might also suit that audience at the same time.

We’ll find that people will come in for one title and wind up buying two. So we want to make sure we have some titles that have some kind of halo effect. We’ll match that same audience type. So having a clearly defined audience is important.

The other thing is we look at what our consumers are interested in. There are some titles that surprise us. Every once in a while I’ll look at the sales results and go, “What is that game?”

And all of the sudden we’ll see a spark in interest, and sometimes it’s what the developer has done, sometimes it’s something that our communities have done through their own social media, or what have you, and sometimes there’s a sudden spike in interest around a title and we’ll just bring it to the forefront to see if we can amplify it.

That actually touches a question I want to ask. A little while ago, you gave a presentation about the demographics of the eShop. The gist of it is that it would be similar to the audience you see on Steam: A little bit older, maybe, than Nintendo has a reputation for. That makes sense to me. But the more important question is not so much demographic, but what is it that these people actually like?

DW: Behavior trumps demographics every time.

Right. So do you have that information, and can you share it with devs? Or is there anything you’d like to communicate to devs about who plays, and what kind of games matter to them?

DB: I think, back to David’s earlier point, it’s really about the type of gameplay experiences that people enjoy on the platform in the first place. So if you’ve got a lot of people coming in and playing Mario Kart and Smash Bros. on Wii U, you know there’s a big fanbase for local multiplayer or couch co-op.

So, upcoming titles — like, we just launched Sportsball today, which is an amazing multiplayer game that really encourages some extensive trash-talking, and then Chariot, and then Runbow coming out in 2015. These are titles that people, they already like these types of games, and they’re seeing how indie developers are putting their own spin on them and doing something unique with them, and it’s like, “Oh, this makes a lot of sense.”

[Ed. note: You can read a blog about the development of Sportsball, on designing an instant replay feature in Unity, on Gamasutra.]

I think it’s also cyclical. Because you look at an amazing-quality title like Shovel Knight, and it’s got sensibilities that would resonate with a Nintendo type of game. But the eShop also has a bunch of platformers, a lot of retro-inspired games, pixelated artwork. So you could dumb that down and say, “Well, there are a bunch of other games that are like that out there.” But the fact is, it’s got heart; it’s got something that resonates above and beyond the other offerings that are out there. I think that’s what people are gravitating towards.

I think there are plenty of knock-off games that are out there, and they’re going to sneak into the eShop. But those aren’t the types of things that are getting promoted heavily. Those aren’t the things we’re wanting to make as an example of the cream of the crop of our content.

We really want people to have the visibility in the eShop, in the merchandising of quality experiences. We’re not saying we’re going to ban those types of games; you’re just going to have to search for those knock-off types of games or the other kinds of experiences that may not be on par with the great offerings in the eShop.

One thing about Nintendo platforms is always that they’re unique.

DW: Absolutely.

The Wii U has the GamePad. The 3DS has dual screens, touch. So the closer a developer caters to your platforms, the more risk there is — because they’re tied more closely to them. What do you say to that? Because I would assume you’re interested in seeing people focus on the Nintendo specifics.

DB: Oh, yeah. We encourage it, for sure.

“I think the titles that take advantage of those features tend to be the most successful, because they offer some of the uniqueness that’s key to our platforms.”

DW: And I think the titles that take advantage of those features tend to be the most successful, because they offer some of the uniqueness that’s key to our platforms. So while I can understand the perspective that there might be risk there, but there’s a ton of opportunity as well. Because it offers an experience you just can’t get on other platforms.

DB: But we also don’t limit the opportunity if you don’t have the feature set or functionality. So utilizing some of those development tools, like Unity, makes it really easy for developers to port that experience to multiple platforms. But we also give them the tools with the Unity engine that if they want to add off-TV mode, or if they want to add motion-control, or touch screen, or the microphone use, or whatever — those tools are available if they want to create a point of differentiation as well.

Do you think that independent developers can sustain themselves by developing for Nintendo platforms exclusively?

DB: I think it depends on the experience and the level of investment that they’re putting into it in the first place. But from what we’ve seen, we’ve got a range of sizes of teams, with development teams: Indie developers, from one or two-person teams to anywhere from 25 to 30-person teams. And they all have varying levels of success based on the revenue and what it is that they’re getting out of the shop.

So I think it really depends on a number of factors, in terms of how much money and how much energy they’re putting into it on the front end, and what is that return. But we’re seeing a lot of developers that are doing a fantastic job on the shop.

DW: And I’ll say that we’ve seen a fundamental difference over the last couple years in our consumers’ interaction with the eShop. The eShop is now one of Nintendo’s top retailers. We sell as much software as some of the major chain stores through the eShop.

“Our consumers expect to be able to buy digital content on our platforms and are voting with their dollars in favor of digital content in a big, big way.”

Our consumers expect to be able to buy digital content on our platforms and are voting with their dollars in favor of digital content in a big, big way. It’s been a dramatic shift over the last couple of years, and I don’t see it changing anytime soon. There are certainly examples of individual titles that have done really well. But as a category, the audience is there and they’re willing to spend money. The eShop has just grown a tremendous amount.

DB: I think the message is, we don’t want to send out an assumption that if you bring out content on the eShop that you’re automatically entitled to success. Any developer has to put in the effort on their side; they have go out there and promote their own game, market it. They have to create their own success. But we’re there to help amplify that.

DW: And it is easier, in some ways, to stand out on our platform, because of the way we do merchandising. Because of the way we present content, it is easier for some of these indies to get traction with us and with our audiences, for sure.

Something I saw recently is that Reggie said that 20 percent of Smash Bros. copies were sold digitally on the 3DS, which seems like a pretty high proportion.

DW: It’s even higher on a couple of other titles.

So, you’re seeing a lot of traffic to the eShop. I think the eShop is a little bit of a black box to people outside of Nintendo. I mean, all the online shops are, to an extent. We don’t really know what’s going on there, both on the Wii U and the 3DS.

I don’t know if you can share any actual data, but you can probably give me an idea. What percentage of users who have the systems purchase download content? Is it a common occurrence?

“We’re seeing a high percentage of the audience, of every one of our console owners, come into the eShop for different reasons.”

DW: Yeah. A couple of things; first off, I mentioned this earlier, but we’re seeing every new console that we sell connected within a couple days, and a majority of those folks will come into the eShop at some point. And people use the eShop for a variety of things: They use it for demos and videos and for games, but we’re seeing a high percentage of the audience, of every one of our console owners, come into the eShop for different reasons.

The percentage of revenue and percentage of sales of our titles, which you’ve alluded to, has grown. Again, 20 percent of Smash Bros. sales is through the eShop and, as I said, it’s even higher on some of our titles. And our unit sales and revenue from 2013 to 2014 was about 200 percent growth. So, I’m not going to get into specific figures per se, but we expect that kind of growth to keep going in 2015.

DB: I think Nintendo has already released a lot of first-party content as dual-distribution titles, and depending on the type of game it is and the genre it is, I think some of those are much more prone to being digitally downloaded, just to keep it on your system.

Animal Crossing. You want to keep it on your system.

DB: Absolutely.

DW: Tomodachi Life.

DB: Fire Emblem, or any of these games you’re investing a lot of time and energy into.

DW: And for a lot of these things, you’re seeing that we’re producing DLC for these games: Mario Kart, Fantasy Life has some as well. Hyrule Warriors has DLC, and the DLC is very successful. We’re seeing very high attach rates for DLC on our platforms as well.

Another thing that’s going to help us grow this part of the business is that we’ve launched the ability to buy off-device, and download to device, recently. And expanding that functionality is not only going to bring awareness digital content, but the ability to buy in that moment. If I read there’s DLC, now I can click and buy it and it’ll be on my advice when I get home. That’s going to be really important.

Now, is that going to expand to not just first party content, but everyone’s content?

DW: We’re going to keep working on expanding that functionality as much as we possibly can. Of course, we want our entire library to be available that way, whether it’s first party or third party.

What about regional launches? I know it works differently between the first parties. If you can launch on Xbox, you do it once in whatever region you reside in, and then you can do it globally. For Sony, there are different processes for Europe, Japan, and America. How does it work for Nintendo?

DB: It is separate entities that they have to work through, but we collaborate really closely with Europe and NCL in particular. So a lot of our launches, we try to create consistency, or coordinate that on a global basis. But it is two separate entities: One in Europe, and one in America.

Like, Shovel Knight just came out in Europe. It’s been out for a while here.

DW: The shops are managed regionally. The actual shop management and content management is handled regionally.

So they’re going to have to interface with someone in Europe if they want a game to come out in Europe?

DW: But we facilitate that.

DB: We do. We’ll start that conversation, and make sure that it gets through to the end.

DW: We talk.

DB: There’s a lot of communication.

Is it the same for Japan, or is Japan its own thing?

DB: Japan is kind of its own thing, to be perfectly honest. But that is a developing relationship. We have a lot of communication with them as well, but they have a very unique region and culture, in terms of that content. But they are really interested in what is happening in North America and Europe, and they are looking at how they can explore that area more fully.

One thing Sony will do is lend people dev kits. Do you do that, or do you only sell them? How does that work?

DB: We actually have a program where we can — I don’t know what the term is for it, but basically we will allocate dev units, and then you can pay us back after a year. It’s like a one-year loaner program. That gives developers enough time to actually finish their game, get it launched, start making some money, and then they have to pay it back. But the dev kits aren’t actually that expensive. They’re the price of like, a high-end PC, basically.

Who has the final word about what games get approved to be on the eShop: I mean, like, “yes, this can go through.” Who gives a yes, and how does that work?

DB: We don’t bias it, at this point. Basically we are open to any and all content. There are a couple of guidelines — we don’t do advergaming, for example. We don’t allow that kind of content.

So no Toyota Yaris game?

DB: No Burger King. That was such a goofy game! It was awesome, though. [laughs] So we don’t allow those types of things. But other than that, our policies are pretty much open-door.

Does anything ever get shut down?

DB: It has, in the past. There has been questionable content — things that are very, very controversial. Nintendo is sensitive to that. But I think what we always encourage is, we would always rather have an up-front conversation with the developers about that early on in the process rather than waiting until the last minute to find out about that. So if a developer has something that they know they’re putting something questionable in there, or not, then it’s better to have that conversation so we can, at least, guide them through it correctly.

Now, you do have a lot of games that debut on your platforms, particularly, as you say, from the “Nindies.” The Shovel Knights of the world. I know it was also on Steam, but there’s kind of a line there.

But you also see games like Guacamelee come out, probably a year after it came out on the PlayStation systems. Do you encourage that? Is it about being a fit? Guacamelee, obviously, it’s a Metroidvania, so that fits pretty well with the Nintendo audience!

DB: And it’s an amazing game as well. I think the Super Turbo Championship Edition is one of the highest-rated games on Wii U right now.

DW: It’s a great game.

“But we’ve seen that multiplatform releases, if they launch simultaneously across all platforms, then they do better.”

DB: I think, for us, we always prefer to have a game simultaneously at launch. But if it’s a great game and we can at some point give our consumers an opportunity as well, then that’s all that we ask for. But we’ve seen that multiplatform releases, if they launch simultaneously across all platforms, then they do better.

That’s because you’re building up on that launch momentum. If you launch a game a year later after it’s been out on other platforms, then you have to basically reinvigorate your marketing campaign from scratch again, and it’s really, really difficult, especially for a small studio. So we work with all of our developers to try and get those out as close, or as simultaneous, as possible.

You work with analytics, David. So you collect a lot of data from the eShop and purchasing, I assume.

DW: We do.

Do you share anything with devs besides how many units they sold?

DW: We do share general information with people about the eShop and the eShop audience. We don’t want to obviously share much in the way of competitive information. But we provide the information we feel is necessary to help people make good decisions about their content, how best to market it, and what their opportunity really is. To make sure they know what they’re getting into at the outset.

DB: Absolutely.

DW: I was just talking to someone from licensing the other day. We’re providing licensing with more and more access to the data that we have so that they can help developers on the fly, as well.

Nintendo has this thing, kind of in general, where on one level you’re competing with Sony and Microsoft, and on another you’re sort of not.

DW: Doing our own thing, sure.

So how does that reality apply to the eShop, to download games? Does it?

DW: We arrived in that place by focusing on us, and what we do, and what we’re trying to accomplish, and not trying to focus so much on what Sony and Microsoft are doing. And that’s true for the eShop as well.

Yeah, of course, there are best practices across digital storefronts and we want to make sure we’re not doing anything dumb. But at the same time we’re really trying to cater to our audience and we’re really trying to do the best thing for the content that we have in our shop and build a unique relationship with our consumers.

We are all biased toward quality and anything that is unique and different and really expands the overall value, not only of that particular title, or the eShop, but the Nintendo ecosystem more broadly. That’s what we’re really looking for. We’re just focused on doing what we think is right for our consumer. And that has worked for us for more than 20 years — more than 30 years, now. We just want to keep doing that.

“If you’re making a game in Unity, there’s no reason it shouldn’t be on Wii U.”

DB: Again, back to those development tools. We want those developers to make the most of every opportunity that they have. If it’s really easy for them to bring that content over, because it’s been developed in Unity, then we encourage them to do so. If you’re making a game in Unity, there’s no reason it shouldn’t be on Wii U.

DW: The last thing is — it’s part of the reason that we’re here at EMP and here at this exhibition. We embrace the fact that we’re unique and different. We are who we are. We don’t try to be anybody else. We think that this show is a great expression of what’s great and unique in gaming, and we just try to focus on that as much as we possibly can. And express it through the eShop and the eShop merchandising as much as we can through anything else.

I know the people who do the similar stuff at Microsoft and Sony really well. Chris Charla at Microsoft is a very plugged-in guy to games; people like Sony’s Shane Bettenhausen and Nick Suttner are very well known figures in the indie community. They also know a lot about games. Do you plug into indie communities in the same way? Do you go out there, do you meet people, do you get to know them?

DB: Oh, yeah. We’re going to the same events. We’re friendly with all of those guys as well. We also tap into our internal resources on that, too. Because we have a ton of just fans of games within the Nintendo organization, so we get a heads up from people throughout the entire company of, “Oh, I saw this game. You really should check it out.” “Oh, this Kickstarter just went live. It looks interesting. You should talk to these guys.” We collect all of this as well. Yeah, I think, every week we’re getting exposed to something brand new around the corner.

The last question I have is: A lot of this conversation has been about, “We’ll build this relationship with the developer. We’ll share with them. We’ll give them best practices, we’ll give them info, we’ll help them along.” For developers, what is the best way to get in touch with Nintendo’s independent development team?

DB: That’s a really good question. So, if you are a prospective developer, then we encourage people to go to the wiiu-developers.nintendo.com site. That is your first point of contact where we get alerted that somebody is interested in being a developer. We help you fill in the form, and everything, and we start the relationship there, in terms of getting them officially signed up so that they can then get development kits and all of that.

We also have the Wario World website for existing developers, and that’s a fantastic resource and forum to not only reach out to us but to other existing Nintendo developers and share information there.

And then we’ve also got a third-party publisher alias, within Nintendo. So [email protected]. And that email proxy goes to the licensing department, and we field all sorts of inquiries, no matter what type of question it is. If it’s marketing it comes to me, if it’s operations it goes to another person, biz dev it goes to another person.

And finally, I’m on Twitter as well. I’m no Dan Adelman when it comes to Twitter, but people can reach me online and I’m pretty good at responding back or taking the conversation offline so that we can point them in the right direction.

Say you’re at a festival. You’re at IndieCade; you’re in the booth. Somebody has a great game. Would you want them to walk up to you and say, “Hey. I have a game!”

DB: Yes. Absolutely. Absolutely. So even though — I’ll go back to that Thursday classroom experience. We saw so much content. It was hard to keep all of it straight. But we had those guys — everybody came back up to us throughout the course of the show. It was about building that recognition and relationship: “Hey, remember me? I showed you so-and-so game.” “Yeah, that was great. Let’s have a deeper dive into it. Let’s have a closer look at it.” We really do encourage people being proactive in their outreach so that we can have those relationships.

Disclosure: Nintendo provided air travel to Seattle to facilitate this interview.

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Learn to build your studio’s brand from Kitfox’s Victoria Tran

Kitfox Games communications director Victoria Tran has been a driving force for helping the small indie studio launch and hype games like Lucifer Within Us and Boyfriend Dungeon. Now, she wants to help you market your games by defining your studio identity in her December 3rd GDC Masterclass.

In her tight-knit all day seminar, Tran will be teaching you advanced strategies for marketing indie games, in order to help you stand out in an incredibly competitive market. This class will be an all-day opportunity to sit down with one of indie games’ incredibly talented marketers, in a class where your questions will be immediately answered with expert insight.

What lessons will you be taking away from Tran’s class? Well here’s a few that might help sell your next game:

  • Learn how to analyze and communicate your game’s value to consumers and their behaviors.
  • Define your studio’s strengths and limitations, core competencies, and key success factors.
  • Create your studio’s brand image based off of game projects and values.
  • Adjust to the changes in marketing and community strategies between new and established game projects.
  • Adapt to emerging opportunities and create a brand voice.
  • Learn more about ethical marketing and social media practices.

It’s one thing to read a list of great marketing tips, it’s another to have them expertly taught to you by an expert communicator who can tailor her lessons to your particular needs.

This is your chance to improve your studio’s chances for commercial success! But there are a limited number of seats for Tran’s class. Make sure to secure yours before it’s too late.

For more information on the GDC Masterclass program, be sure to visit our website or subscribe to regular updates via FacebookTwitter, or RSS.

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Call of Duty: Mobile has topped 300 million downloads

Call of Duty: Mobile has amassed over 300 million downloads during it first year on digital shelves. 

The free-to-play shooter launched on October 1, 2019, for both Android and iOS, and passed 35 million downloads shortly after making its debut.

Now, almost a year later, Call of Duty: Mobile general manager Matt Lewis has confirmed the title has surpassed 300 million downloads just ahead of its first birthday.

That success has already been noted by publisher Activision Blizzard, which during its most recent financials explained the mobile title had delivered “strong sequential growth in engagement and player investment,” while also climbing to the summit of the top-grossing charts on the U.S. app stores.

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Riot Games appoints first ever chief marketing officer to help expand player base

League of Legends maker Riot Games has appointed its first chief marketing officer with a view to helping it reach new players.

Jason Bunge, formerly SVP of brand management and marketing at EA, is stepping into the role and will report directly to Riot’s president of worldwide publishing, Jin Oh. 

During his time at EA, Bunge helped launch new properties including Apex Legends and was responsible for over 20 global brands across console, PC, and mobile platforms. 

At Riot, he’s been given the task of helping the company reach new players, expanding its publishing discipline, and driving sustainable growth. 

“Jason’s proven track record of deploying and sustaining games and his deep understanding of players are exactly the combination we were looking for in a CMO,” commented Oh, explaining why Bunge was brought in. 

“We knew we needed to find someone who connects with players and has demonstrated success in executing innovative campaigns.”

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Scopely acquires Spanish mobile studio Genjoy to expand match-3 roster

Mobile developer-publisher Scopely has acquired Spanish casual mobile studio Genjoy for an undisclosed fee.

Based in Seville, Genjoy is best known for working on match-3 and puzzle titles. Earlier this year it launched narrative-driven match-3 effort Tuscany Villa, and Scopely has earmarked the title as one with potential for growth. 

“Together, Scopely and Genjoy will build upon the success of Tuscany Villa to make it the best possible experience for players to enjoy for years to come,” wrote Scopely in a short announcement.

Scopely added that the deal will see around 150 employees become a part of its “large and growing” presence in Spain, with the company already having two offices in Barcelona. 

The news comes around seven months after Scopely raised $200 million in Series D funding to accelerate its investment and acquisition strategy.

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Tactical shojo RPG, Illusion Connect, launches globally on iOS and Android

Superprism Games celebrates the global launch of its tactical shojo RPG, Illusion Connect, as it debuts on iOS and Android. Over 600,000 users pre-registered to play Illusion Connect, an impressive feat for any mobile game. Those of you that sign in over its launch period can expect to receive a number of free-to-claim rewards, including skins, resources, and even characters.

In a battle to save humanity, you must team up with Saya to fight the mysterious enemies who have invaded the space between the real world and the dream world. These enemies, also known as Nightmares, are incredibly powerful and will require you to bolster your squad. Fortunately, there are plenty of Lenses available to team up with to make fights easier.

To uncover the hidden conspiracy, you’ll need to defeat all the Nightmares who stand in your way. Your path should be different from most players thanks to the faction system, giving each team their own unique purposes and faiths. Illusion Connect isn’t all about fighting, however, as you can learn all about your partners with the social features built into the game.

[youtube https://www.youtube.com/watch?v=inSsuW067LU?modestbranding=1&rel=0&feature=oembed]

Here’s a list of everything you can gain during Illusion Connect’s launch window:

  • Login for eight days in total to gain massive Diamonds, Nina’s skin ‘Redhood’, and SSR partner Miyuki
  • Anna’s Gift: clear stages to gain massive resources including diamonds, coins, partner EXP, and SSR gears
  • SEED’s Recruitment: collect a certain number of SR and SSR partners to gain Summon Ticket x30 and a bikini skin for Kasumi
  • Dreamweaver (third day after character creation): collect stage stars to gain massive Diamonds
  • Newbie Bonus Gacha: ‘Summon x10’ guarantees an SSR partner (Frantiva, Hotaru or Nicola)
  • The Journey of Growth: complete all seven-day objectives to upgrade Saya from R to SSR, and gain Saya’s skin ‘Nightingale’

You can download Illusion Connect from the App Store and Google Play right now. Interested in other gacha games like this? Check out our list of the best gacha games available on mobile devices.

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Exporting From Unity To Other Game Engines

With the recent Fantasy 3D Models humble bundle there were a number of questions about how assets can be extracted from the Unity game engine for use in other engines such as Godot, Unreal, Lumberyard, Stride, CryEngine or basically any other 3D game engine. That is exactly what we will look at in this tutorial, as we have in the past in this tutorial for Unreal Engine. Fortunately assets in the Unity game engine are generally stored as FBX files and textures are stored in image file formats, making this process a fair bit easier than it was in Unreal.

First and foremost you need to download the assets. Unfortunately to do this you will need to have Unity installed to perform the download process. (If you know a way to download unitypackage files from the command-line or outside of Unity, please let me know and I will update!) First you are going to need to purchase an asset from the Unity Asset store (or one of the several available free options). Once you have one or more assets on your account, fire up Unity and create a new project (type doesn’t matter). Next select the Package Manager in the menu Window->Package Manager.

Package Manager Window

Next in the Package Manager, in the top left corner drop down the menu and select My Assets option.

Package Manager My Assets selection in Unity

This will load your assets. If you have several assets, you may need to click Load More and the bottom to find your asset. Once located, select your asset in the left hand list, then select the Download button on the bottom right menu.

Downloading assets in the Package Manager in Unity

Repeat this task for each package you want downloaded. Once you have all of your assets downloaded you can close Unity. Now (on Windows at least) go to Windows Explorer and enter %APPDATA% in the location box.

APPDATA in Explorer

This will automatically expand into the relevant folder name. Next navigate into the folder Unity, then Asset Store-5.x. In my case the full directory is C:\Users\serap\AppData\Roaming\Unity\Asset Store-5.x. In this folder will be a list of companies, these are the creators of the assets as named on the Asset Store, pick the one you downloaded earlier, then open up the asset within that directly. You should now see one or more files with a unitypackage file extension. Copy the asset you want to use to a directory of your choice.

Now we are going to need Unity Package Extractor, download Unity Package Extractor. Extract the zip file to the same location that you copied your unitypackage earlier. Now open a command prompt and CD into that directory, in this example lets assume c:\temp. Run the commands:

cd \temp

extractor ‘packagenamewithextension.unitypackage’

This will extract out all of the assets ready for your use. Tada, done! You can learn more about this process, step by step in the tutorial video below.

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Video: The lighting technology of Detroit: Become Human

The branching story of Detroit: Become Human lives and dies on the robot-filled dystopian future that defines its setting. That future is told through a number of visual indicators, one of them being the game’s lighting technology. How was that technology implemented?

At GDC 2018, Quantic Dream’s Guillaume Caurant shows how the Quantic Dream team transitioned their lighting system to only use photometric units based on real life measurements for Detroit: Become Human.

It’s a helpful talk for programmers working on lighting systems everywhere, one you can watch up above or for free on the GDC YouTube channel.

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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Building concept art workflows with neural net-powered ‘generative adversarial networks’

<!– –> Gamasutra: Max Schulz’s Blog – GAN-Supported Concept Art Workflows

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Preface

Introduction

Applications

Pitfalls

The Future
 

Preface

We all love the fact that computers can execute annoying work for us. Work we already know how to do, work that is repeatable and, often, also repetitive.

For the past few decades, new processes such as procedural generation have been helping us achieve diverse results with minimal input, leaving us to focus on being creative. Be it in the shape of procedural level generation of early rogue-like games, procedural nature such as Speedtree or, lately, the vast possibilities of procedural texturing with noise procedurality as seen in Substance Designer.

And now there’s a new kid in town: GAN’s – short for Generative Adversarial Networks. 

Neural networks that generate new data and in the case of so called StyleGAN’s it creates images or sequences.

These machine learning frameworks are making two AI’s play against each other to test and learn what would be considered to be a realistic result. This is based on the library you are feeding the network.

When we look back at the early versions of GAN’s, they were quite rudimentary and the results more than questionable. At least nobody would have said; “Let’s use this scary DeepDream image of a dog knight for our next big video game production.” 

(Credit Alexander Mordvintsev / Google DeepDream 2015 ©)

However, even during these clumsy beginnings, bigger companieswere already seeing GAN’shuge potential. And now the time has come in which not only big companies are able to use neural networks to support their production, but it is also available, and affordable, for small studios, freelance artists and general consumers.

This change opens up huge opportunities. Endless ones. It also comes with some potential dangers and pitfalls that we as creatives should be aware of. In the following I will give an overview of how GAN’s can be successfully used, what the future might bring and what all thiswill mean for our job in the next 5 years.

Introduction

Let’s take a small trip back in time. This is an image I created one and a half years ago with a GAN website where you could input color-coded areas that defined the property of the environment. You could paint where you wanted clouds, a river, a wide mountain range or even a building with four rows of windows and a large door.

You could thenclick the generate button and “magic” would happen. I was stunned when I first tried it, as were most of  my colleagues and friends after I shared the results.

For the first time it felt like these networks had become so powerful that a production would actually benefit from them, instead of hours of work, this tool could easily spew out one realistic landscape concept after the other in mere minutes. At around the same time, a team at NVIDIA was working on their own tool which also allowed you to change the overall light mood and time of day alongside the segmentation map input I just mentioned.

https://www.youtube.com/watch?v=p5U4NgVGAwg

A couple of months later I saw a great talk by Scott Eaton who was building a deep-learning AI network and feeding it with sets of photos he shot of performers. He would use this self-built network to create abstract human shapes which used his line drawings as input. 

He eventually reached a point of experimentation where he trained the network on less figuratively modeled cubes and shapes. After the AI learned to interpret its new library, Scott took the results which, once again, were based on his linear drawing input and made them into physical sculptures .

https://www.youtube.com/watch?v=TN7Ydx9ygPo

Skip forward in time to about two months ago, the beginning of a new production cycle in our studio. Wonderful pre-production time. And as is often the case during early development, we had a little bit more freedom to experiment, to get back to the drawing board and find cool new ways to not only create crazy visuals but also re-think our art departments pipeline. Pre-production is always a good time to try and pinpoint time-consuming chores and how to overcome issues of terrible software bridging, or even just generally optimize everyone’s workflow by a bit.

With this in mind I thought of a website that I had used a while ago, called Ganbreeder. This page allowed you to input your own images and “cross-breed” them with existing images from other creators or its library. Since then the website was renamed to Artbreeder,  and now hosted a wide array of GAN’s trained for specific purposes such as environments, characters, faces or the more specialized categories like anime and furry heads.

https://artbreeder.com/create

So I took a real deep-dive into these generators.

It took me about two days of using the tool to stop being disturbed by my own creations. Don’t get me wrong, I loved the tool and quickly became addicted to it, but the results also gave mean eerie feeling of unease, of uncanny-ness sometimes. Once this period passed, I showed my results to the team and we we began discussing the possibilities this crossbreeder offered.

Applications

Let’s be real. If you were to properly set up and train your own neural network, the options you have are limitless. And you can create them much more specifically geared towards a certain purpose, not only by what library you train the system on, but also by how you want your input methods and variables to shape the output.

Realistically though, for most of us without a server farm in the basement or proper programming/scripting skills, we are limited to website options and fiddling around with the results we can get there.

For our production I found a couple of major aspects that already proved to be really helpful. Not only as time savers, but also to get new creative ideas in. Ideas that one might not imagine on their own.

Our project needed us to create concepts which felt really alien and unexpected, and so far this is one of the aspects in which GAN’s show their strength. They are able to deliver results which appear realistic at first glance, but can create weird,unusual shapes and designs if you allow them to.

Here is a break-down of several use cases for GAN’s and how I worked with them up until now.

Character Concepts

So far I have very mixed feelings with the current state of usability for character concepts. The reason being; Characters are the core of any film, game or any other storytelling medium. They are carefully crafted and rely on so many aspects coming together that they need to follow very specific rules and are rarely arbitrary or random. This of course is only true for important main characters, with a story and background.

For these cases it’s more than necessary to do a lot of additional work after gathering the output from a GAN. You often need to change perspective, morph some parts and collage others together. And then, of course, you re-iterate after talking to the designers, writers or a tech-artist. It can almost take as long as the regular approach to character design, either with sketches or a photo-bashing approach.

Another strong suit of these networks is for costume and clothing ideas. Here I see the benefit of being able to start with something completely weird but cool and toning it down in the process so it becomes readable and sensible for the purpose.

Another great opportunity are background characters and aliens. They are often freed from strict rules or even benefit from being unrecognizable.

Portraits

I struggled a lot with this one. The results are almost too good at times. And I was scared and disturbed after a human face that I’d just created smiled back at me with the confidence of being as real as the spilled coffee on my desk. The results are absolutely production ready. I have no doubt that in a couple of years a lot of released concept art for realistic games like The Last Of Us will drop on Artstation and nobody will ask or be surprised how these images were created so realistically.

Even more stylized or abstract faces are an easy task for a well-trained network and allow artists to quickly see how a specific character would look in a different style. Or how a character would look with more beard, or gentler features, or if their face were twice as wide, or with a different hairstyle.

In this realistic example I used a StyleGAN for the face, as it allowed me to quickly create a ¾ view of the face, show the character smiling, or to create alternative looks for the person. For the rest it was faster and more crisp to rely on traditional photobashing and overpainting it.

Environments

Next to portrait creation, environments are where the GAN’s really shine. Whether you use a mixer breeder such as Artbreeder or a segmentation map based approach such as the NVIDIA GauGAN, the results are phenomenal and really free up the creativity and speed when it comes to thumbnailing mood sketches and such. 

They still require a bit of work after you are done generating, but since nature is very forgiving in terms of the uncanny valley effect, you can get near-perfect looking results quickly and most importantly, a vast variety. This is true for very realistic landscapes as well as weird alien planets. 

The only downside is integration of buildings in landscape. A far away city or skyline works well, but if you are aiming for a downtown LA vibe and want to retain a lot of fidelity and realistic detail, it might be better to train a network specifically for that purpose.

Keyframes, Storyboarding, Scenes and Illustrations

If the technology reaches a level where we will input sentences like; “A man in a blue shirt is fighting a superhero in Italy” and the result is a functioning visualization we will be a lot closer to covering these disciplines as well. At the moment we are not quite there yet. There are first Text to Image API’s, but to be honest they still suck.

(Deep AI, Inc. 2019 ©)

The complexity of creating a successful scene for an entertainment production is insane. As a creator you think about composition/blocking, camera angle, motion, lighting, the previous and next frame and the scenes context. This is just too much for the current GAN’s,and will take Earth’s computer geniuses another couple of years until we will see adequate results. Best time to become a storyboarding artist it seems.

Textures

I started creating a couple of bases for textures to test out the capabilities. When it comes to finding different ideas for textures, using a GAN can be quite good, though the accuracy sometimes lacks a great deal of fidelity in the details and will start to “look generated”. But since Substance Designer already exists and is probably working on solutions to integrate specifically trained neural networks, it’s only a matter of time until we see similar features.

Designs

For designs, I once again fell in love with GAN’s. The more free you are with your input the better. It liberates you from your comfort zone and allows you to think beyond what you usually do. Organic designs work a tad better than technical ones. Especially sharp edges feel like something that needs to be specifically trained, so the smaller the library of a network is, the more accurate and technical/sharp your results will be. They will however lose a bit of the unexpected chaos factor that you might sometimes want.

Abstracts and Art

The contemporary art world might need to reconsider where art specifically starts and how much of it is bound to the recipients enjoying it, versus the creative process of the creators behind it. 

You are able to create something that looks like a painting with ease and nobody will doubt that the printed version in your living room is a forgotten Kandinsky or a modern abstract flower bouquet painting.

Art lives with its context and meaning. Often through the artist and what he or she stands for and committed their life to. If you use a GAN to support your creative workflow it can be used as a great tool to come to results that empower your voice. It is just a dangerous balancing act if you are letting the computer take over and just consume and republish what it did by itself, without authoring or shaping it, even if you gave it an initial input.

Pitfalls

It’s important to mention that these GAN’s are by no means the magical “make good art” button some people have been hoping for for years. It still takes someone that knows what they want and what to do with it after. An untrained individual can of course create cool images much faster and the gap between an image from somebody that has 10 years of experience creating art and somebody that just started is smaller. However, you will still need to know about the basics of design, such as composition, colors and light, ratios within designs, etc.

Another big factor is the aftercare. After you create an image you want to prepare it for the pipeline, make it production ready. And this relies on skills and experiences you only get by working in the respective fields. Such as; What animation requirements does the design need to follow? Is a single piece of design coherent with the overall products goals or visual guidelines?

The Future

I spoke with Joel Simon, the creator of Artbreeder, about StyleGAN’s and what the future might bring:

Hi Joel, great you had time for an interview. 

Looking back, what was your first connection to GAN’s and how did you start working on one?

I actually had no experience with GAN’s prior to working on Ganbreeder (what the earlier iteration of Artbreeder was called). While I had some experience with other machine learning methods, my background and interest was really in genetic algorithms and experimenting with tools for creative expression. After I started learning more about GAN’s and seeing the results of BigGAN, I realized they would be a perfect fit with interactive evolutionary algorithms.

How do you think current GAN’s will evolve – what is next up in terms of potential features?

I am not a machine learning expert by any measure, but there are a few trends that will likely continue. One that I’m excited for is that video generation is increasingly improving in accuracy and level of control. Although, a lot of what’s interesting may not be GAN’s but other machine learning algorithms. Ultimately, iterative improvements are easy to predict but big developments are not. It also depends on what the big companies decide to put their resources on, something like BigGAN costs tens of thousands of dollars in training time.

What is your opinion on AI-supported workflows? Do you see dangers or opportunities?

Absolutely both, and I think that’s true for any technology. Regarding workflows, I divide the tools or approaches into two categories. Those that respect user judgment and those that don’t. For instance, consider a tool that may claim to have trained the perfect model to optimize your advertisement design […] to maximize impact and they tell you what to do. These become black boxes that will most likely lead you astray. For Artbreeder, it always leaves you in the driving seat and merely suggests things and gives you the levers to explore and play around. 

There is the risk that one may get too removed from the medium itself, and that’s a debate architecture had with CAD – for an inspiration tool I think it’s very powerful

Looking into the future, what are trends and new developments on the horizon that will shape the way we work?

I like to compare things to how they already are. New technologies can abstract certain things and remove busy work, and I think that can enable a kind of “directorial creativity” if done right. A creative director can design in the medium of words to everyone else (“I dont like this”, “show me more of that”, etc). And while they are further removed from the medium, I dont think it’s fair to say they are less creative. A film director is just operating at a higher level of abstraction but, if anything, is an extremely high level of creativity. 

So I hope the future is allowing anyone to do that.

(Interview: Joel Simon, Max Schulz Sep. 2020)

â– 

Imagine being a small indie team. 10-20 years ago this would have meant you potentially wrote your own engine. Your artists would have been able to create a couple of lowpoly models a day, sitting there for hours UV-unwrapping or painstakingly painting textures before using CrazyBump for an “ok” looking normal map. Your concept artist with carpal tunnel would render cloth folds for hours so the character artist could interpret it correctly.

These times are already over thanks to more advanced procedural modeling and texturing tools, generated VFX, photogrammetry, kitbashing and photobashing.

Did it make the industry faster? Yes.

Did it make the industry better? Maybe it made it different. Definitely more diverse.

When sitting in front of a model and pushing vertices by hand, you have time to think about what you create, have time to think about how the player will interact with what you build. When you are designing stylized tree branches for 5 hours, it’s 5 hours that you look at these trees, analyze the sketches, maybe come up with a crazy idea on what else you could do with its creative potential.

By no means do I want to imply we should waste our time on repetitive and un-innovative work, but the faster processes are becoming, the faster somebody is expecting them to be done too.

There is a fantastical feeling connected to being a creative, being a creator. Your head filled with wild ideas. Your heart warm with passion. Being a creative is a lot about imagining things in your head and then transferring it on paper or onto the computer.

When we don’t allow ourselves to think and linger anymore, to play out silly ideas, then we fall victim to consuming and copying that which is already there.

If you start up your GAN and click a couple of buttons, the likelihood of you becoming a consumer of the GAN can be high. So it helps to always ask yourself what your goals are in the process. Think about concepts first, be thoughtful with your input and ask yourself if it follows your vision, only then you should start to generate amazing results.

And similarly to globalization, there is a danger of designs becoming too streamlined through internationalization of mass culture. If a lot of people are feeding the net the same thing, the result will also be arbitrary or homogenous.

In the future we will work more and more with this AI-support.

Only recently a paper was released that reads out a 2D image, or photo of a human and generates a relatively accurate 3d model from it. This one is called PIFuHD.

(Shunsuke Saito, University of Southern California / Facebook Reality Labs / Facebook AI Research ©)

https://shunsukesaito.github.io/PIFuHD/

Combine this with a Character-GAN; You quickly create a character concept, let the PIFuHD algorithm run over it, texture-project the concept onto front and backside. Use the black and white concept to generate a normal map for it. Polish a couple of edges on the model before quick-rigging it, so you can search online for some pre-recorded mo-cap animations and put it in engine. A couple of hours and you have a fully functioning in-game model ready with animations and everything.

Using advanced randomization algorithms you successfully created a random character.

It’s great what we are enabled to do and what we will be able to achieve very soon. But with everything we work on, we should ask ourselves what we are doing and why we are doing it.

So when we start the creative process let’s live up to it and embrace our own creativity, value the process as well as the result, see where we can make mistakes, can grow, bring in our individualism, ask our inner child for ridiculous nonsense and most of all, enjoy ourselves.

Max Schulz, 2020

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Bio

Max Schulz is a German-based concept artist and art director that started in the games industry 12 years ago. He worked on titles such as Path of Exile, Injustice 2, the movie Wonderwoman and the upcoming game release of Suicide Squad.

www.xoco1.com

Keywords:

#ai #GAN #neuralnetwork #proceduralgeneration #PIFuHD #artificialintelligence #deepdream #deeplearning #conceptart #videogameproduction #workflowimprovement #StyleGAN #Artbreeder #JoelSimon #MaxSchulz


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