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Pixelnest - Steredenn Post-Mortem (Stunfest 2016)

Matthieu Oger
May 19, 2016
80

Pixelnest - Steredenn Post-Mortem (Stunfest 2016)

Post-mortem of Steredenn, post-Steam and Xbox One releases.

By Matthieu Oger (@solarsailer - https://matthieuoger.com/) and Damien Mayance (@valryon - https://dmayance.com/), co-founders of Pixelnest Studio, during the Stunfest 2016 in Rennes.

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Version Française/French version:
https://speakerdeck.com/solarsailer/fr-pixelnest-steredenn-post-mortem-stunfest-2016

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Steredenn: http://steredenn.pixelnest.io/
Pixelnest: @pixelnest - http://pixelnest.io/

Matthieu Oger

May 19, 2016
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Transcript

  1. “We craft games and apps”
    Pixelnest Studio

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  2. NB: the game is still not dead, though.
    post-mortem
    Steredenn

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  3. PIXELNEST
    STUDIO
    solarsailer.net & @solarsailer
    dmayance.com & @valryon
    MATTHIEU OGER
    DAMIEN MAYANCE

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  4. BEFORE steredenn
    ¯\_(ϑ)_/¯
    "a bit of service, many prototypes, a ton of nothing"

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  6. Steredenn
    roguelike/shmup
    space shooter
    35 weapons 30 environments
    4 modes
    25 upgrades 13 bosses
    400+ waves
    indie
    PC/Mac/Linux
    Xbox One
    PIXEL ART
    hell, it's hard!
    infiniTe
    METÄL

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  7. WHY?
    We like shmups.
    (well, not THAT much)
    however, we had:
    created The Great Paper Adventure
    wrote Unity Tutorials
    made the Shmupfest
    sold BulletML for Unity
    Tech+Code+Know-How
    A solid game design
    Worst reason to make a video game?
    "And then, Simon draws space
    pirates in pixels like no one else."

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  8. HOW Long?
    "Well, we'll need 3 months to make
    a mobile game ready for the summer."
    — strategic meeting at Pixelnest (i.e. Skype), May 2014
    (spoiler: the game will be released on October 1st, 2015 on PC/Mac/Linux )

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  9. EXPECTATIONS REALITY
    vs

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  10. WITH WHOM?
    Simon Coroller aka. Plus
    Pixels Shaper—the artist
    Etienne Marque
    Explosive Theatrical Experience—the sound designer
    Zander Noriega
    Heavy Riffs Maker—the musician
    Krokmou
    Destroyer
    Thanks to them
    but not him ➡

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  11. MONEY
    Self-funded
    Our friend Paul
    Services

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  12. SUCCESSES

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  13. Unity
    Cross-platform
    Well, it's actually really cool
    It works pretty well
    Pre-Handle tons of work
    Many abstractions
    Not so ridiculous performances
    Relatively simple
    API &
    ECOSYSTEM
    Sprites, collisions, physic, etc.
    Loads of plugins

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  14. Early access
    NO regret:
    IT WAS CLEARLY THE RIGHT THING TO DO
    Cash (nope)
    Quality & Polish
    Balance
    Content
    Community ❤
    We added many critical features
    Marketing & Communication

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  15. Satisfaction
    Version 0.20+
    Content (waves, bosses, weapons, etc.)
    Design
    Loop & flow
    Upgrades
    New UI
    Stability
    With the 1.0.0, we had the feeling that
    the game was complete

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  16. Satisfaction
    The feeling is here
    people say "it's addictive"

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  17. plug in digital
    No, it's not an ad, we are truly satisfied.
    tranquility &
    help
    And they are nice people.
    (Even Olivier )
    Many resellers
    Console market more approachable
    Expert + Deals

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  18. FAILURES

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  19. Unity
    AWFUL user interface
    Click, click, click, click
    It's slow and crashes too often
    versioning

    console engines
    Sh**
    .
    What else…
    Messy documentation
    Unstable "final" versions
    Upgrading is imposed by consoles

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  20. Supermassive?
    Or how to lose time and visibility

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  21. Miscellaneous
    damien's internet connection
    planning
    (or the lack of)
    18 months instead of 5
    balance?
    we couldn't
    test it formally
    Matthieu "do something? do it again? nah, was better before".

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  22. Revenue shares &
    contracts
    no experience + business = oh my

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  23. usa &
    awards

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  24. PLATFORMS
    & comm'

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  25. pc/mac/linux release
    Shows? Way too expensive for what they brought.

    YouTube / Twitch So much mails
    (I mean, really)
    Tutorials Devblog
    Twitter Press Contacts Shows
    (Rezzed, Stunfest, TGS)
    Mailing list
    Steam Forums Interviews Facebook Reddit Ad
    Community TigSource
    (not involved enough)

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  26. Xbox one release
    Contrary to the PC market:
    no idea about what we needed to do.
    Hopefully, requests came massively all by
    themselves after the announcement.

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  27. Figures
    you only waited this long for that, didn't you?

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  28. 90% Steam 15/20 JeuxVideo.com
    5/5 Extralife
    8/10 CanardPC
    8/10 Journal Du Gamer 8/10 Spaziogames
    80% IGN Spain
    80% Vandal online
    90% ICXM
    95% MODVIVE
    9/10 TechViewWorld
    9/10 EPicreviews 80% Irrompibles
    17/20 Consolefun

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  29. and still no
    sales figure…
    6 000+ sprites
    6 903 commits
    64 releases
    (game & level editor)
    60 000+ LOC
    (Core & Ports)

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  30. 15 000+ units
    Steam (with Early Access), Humble, Xbox One, itch.io & all.

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  31. so?
    1st october
    Pc/mac/linux
    XBOx One 1st APril
    All combined, it's honorable
    Beta/Early Access: ~10% / 6 months
    Double release
    Highest during releases / sales
    Disappointing
    Not the correct audience for Steredenn
    Despite small catalog
    Game still very young on this platform

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  32. what next?
    ps4
    and other platforms
    but ports are exhausting

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  33. Conclusion
    All our excuses if you just said: "about time"

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  34. making a video game is madness
    even if largely ignored by the US press and critics
    We are satisfied

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  35. lol, we are making a new one

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  36. thanks!
    PIXELNEST
    STUDIO

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  37. Contact?
    pixelnest.io
    @pixelnest

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