Arabic Game Jam Autum 2014

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Arabic Game Jam Autum 2014 Door Mind Map: Arabic Game Jam Autum 2014

1. Objectives

1.1. [Assumption]: Find out, what is needed to bring ideas into business (Peter)

1.2. PETER: Read IMSö application

1.3. Need for prototyping arena

2. Internal stakeholders

2.1. Steen Selander Business Developer & Project Manager, ME

2.2. Karolin el-Jaleb Project Manager, AGJ

2.3. Peter Løvschall Business Developer, MAH

3. Documentation

3.1. Survey before and after WS

4. Stakeholder (Prospects)

4.1. Steve Dahlskog Researcher, MAH

4.2. Game invest

4.3. King

4.4. Nicholas Hawtin

5. Next Step – Find funding

5.1. Tillväxtverket

5.2. IKS

5.2.1. Deadline: 15/10 + 19/11

6. Research to be done

6.1. Skåne - Northern Europe’s hottest game development region

6.2. Nordic Game

7. TEAMS

7.1. Twinfusion

7.1.1. Jaffar Salih

7.1.2. Samanta Miszkiel

7.1.3. Erik Nilsson

7.2. Strive

7.2.1. Henrik Timius

7.2.2. Sebastian Gruszczynski

7.2.3. Ali Al-Aboosi

7.2.4. Frida Vagiste

7.2.5. Thomas Rogowiec

7.2.6. Magnus Grönvall

7.3. Unseen

7.3.1. Sound King : Jonas Petersson

7.3.2. The Nerd : Elias Lindblad

7.3.3. 3D Wizard: Viktor Tornborg

7.3.4. The Boss: Joakim Dicksson

8. Program suggestions

8.1. INTRO: PITCH – START

8.2. #1 THE TEAM

8.2.1. Distribution of Responsibilities

8.2.2. Responsibilities

8.2.2.1. Concept Lead

8.2.2.2. Graphic Design

8.2.2.3. Sound Designer

8.2.2.4. Business Developer / CFO

8.2.2.5. Programmer

8.2.2.6. Tester

8.2.2.6.1. Internal

8.2.2.6.2. Management of 20 external testpersons

8.2.2.7. Game Designer

8.2.2.8. Marketing Responsible

8.3. #2 CONCEPT

8.3.1. Game Design documentation MUST BE GENERATED (… and pitched in 30 seconds)

8.4. #3 STRATEGY & BUSINESS MODELS

8.4.1. 3.1 Business Models

8.4.1.1. Crowdfunding

8.4.1.2. Virtual Goods

8.4.1.3. Freeium Services

8.4.1.4. Advertisement

8.4.1.5. Sponsorship

8.4.1.6. Packaged Game Software Sale

8.4.1.7. Subscription

8.4.1.8. Free-To-Play

8.4.1.9. Pre-installed games (Telco sponsored)

8.4.2. 3.2 DISTRIBUTION

8.4.2.1. Humble Jumbo

8.4.2.2. Steam Community (Marketing?)

8.4.2.3. Blizzard

8.4.2.4. Big Fish Games (often via iTunes)

8.4.2.4.1. Play a game for free one hour --> Subsrciptioin

8.4.2.5. Social Media Platforms

8.4.2.5.1. Facebook

8.4.2.6. http://www.play3a.com/

8.4.3. 3.3 MARKETING

8.4.3.1. Website

8.4.3.2. Social Media

8.4.3.3. Development Blog

8.4.3.4. Trailer

8.4.3.5. Personal marketing

8.4.3.6. Crowdsourcing / Fnding

8.4.3.7. PR/Press (Media)

8.5. #4 FUNDING / raising capital

8.5.1. budgeting

8.5.1.1. cash budget

8.5.2. BOARDS & ADVISORY BOARDS

8.5.3. Termsheets

8.5.4. Sources of funding

8.5.4.1. Work-for-hire

8.5.4.2. Venture Funding

8.5.4.3. Crowd Funding

8.5.4.4. Public funding

8.5.4.4.1. ALMI

8.5.4.4.2. Vinnova

8.5.4.5. Funding w. Researchers (MAH)

8.5.4.5.1. IKS

8.5.4.5.2. Tillväxtverket

8.5.4.6. FFF

8.6. FINAL: PITCH – END

8.7. OTHER IDEAS

8.7.1. REALITY CHECK – what does it take to become a game developer?

8.7.2. IP – INTELLECTUAL PROPERTY RIGHTS