1 00:00:05.675 --> 00:00:09.825 Game Basics Game Release and Publishing 2 00:00:23.725 --> 00:00:27.425 Hello, today I will explain the understanding 3 00:00:27.425 --> 00:00:29.325 Of game release and publishing 4 00:00:29.325 --> 00:00:32.825 This involves understanding the overall concepts 5 00:00:32.825 --> 00:00:37.075 And processes of game development, release, and service 6 00:00:37.075 --> 00:00:39.675 I will provide detailed explanations on the various fields and roles 7 00:00:39.675 --> 00:00:42.425 In game development, as well as the stages of development 8 00:00:42.425 --> 00:00:46.425 Game Development and Publishing 9 00:00:46.425 --> 00:00:51.275 Understanding the fields and roles 10 00:00:51.275 --> 00:00:53.675 In game development is essential for those 11 00:00:53.675 --> 00:00:56.876 Involved in game service and publishing 12 00:00:56.876 --> 00:01:00.326 So, this knowledge is highly beneficial 13 00:01:00.326 --> 00:01:03.376 If you are preparing to develop or service a game 14 00:01:03.376 --> 00:01:04.976 I will provide a detailed explanation 15 00:01:04.976 --> 00:01:07.376 About the fields and roles within game development 16 00:01:07.376 --> 00:01:09.376 There is the planning phase 17 00:01:09.376 --> 00:01:12.676 Planning involves defining the game concept scenario, content 18 00:01:12.676 --> 00:01:16.826 Balance, as well as organizing and structuring these elements 19 00:01:16.826 --> 00:01:19.226 Depending on the situation, there may be separate scriptwriters 20 00:01:19.226 --> 00:01:21.576 Or dedicated teams for scenario development 21 00:01:21.576 --> 00:01:25.576 Graphics involve creating game backgrounds 22 00:01:25.576 --> 00:01:29.376 Character illustrations (concept art), animations, and effects 23 00:01:29.376 --> 00:01:30.726 It is also one of the areas 24 00:01:30.726 --> 00:01:33.826 Where the most resources are invested depending on the scale of the game 25 00:01:33.826 --> 00:01:37.726 Roles are also becoming increasingly specialized 26 00:01:37.726 --> 00:01:40.726 And there's the UI/UX field 27 00:01:40.726 --> 00:01:43.776 Which focuses on designing interfaces and experiences 28 00:01:43.776 --> 00:01:48.076 That have a direct impact on user experience 29 00:01:48.076 --> 00:01:51.276 This area requires both planning and design elements 30 00:01:51.276 --> 00:01:54.526 And its importance has been significantly increasing recently 31 00:01:54.526 --> 00:01:57.376 With a trend toward further sophistication 32 00:01:57.376 --> 00:01:59.976 And then there's the client side field 33 00:01:59.976 --> 00:02:02.976 Which is responsible for implementing the results 34 00:02:02.976 --> 00:02:06.276 From planning or graphics into the actual game build 35 00:02:06.276 --> 00:02:08.026 And then there's the server side 36 00:02:08.026 --> 00:02:12.026 Which involves implementing the servers 37 00:02:12.026 --> 00:02:14.776 That deliver and mediate the game build to users 38 00:02:14.776 --> 00:02:17.876 This involves handling real time 39 00:02:17.876 --> 00:02:21.176 Or periodically updated content and services 40 00:02:21.176 --> 00:02:26.176 For example, it involves continuously updating 41 00:02:26.176 --> 00:02:30.326 And relaying services such as chat, rankings, and products 42 00:02:30.326 --> 00:02:32.526 To the client through the server 43 00:02:32.526 --> 00:02:35.876 Lastly, there's the sound and miscellaneous category 44 00:02:35.876 --> 00:02:39.876 Which involves background music, sound effects, and development QA 45 00:02:39.876 --> 00:02:43.226 Including checking the basic functionality of builds 46 00:02:43.226 --> 00:02:47.126 In small-scale development, different roles 47 00:02:47.126 --> 00:02:49.327 Often combine these responsibilities 48 00:02:49.827 --> 00:02:53.477 Now, let me explain the stages of game development 49 00:02:53.477 --> 00:02:56.527 If we look at the stages of game development sequentially 50 00:02:56.527 --> 00:03:00.277 They can be defined as concept, prototype alpha build 51 00:03:00.277 --> 00:03:03.827 Beta build, and final release build 52 00:03:03.827 --> 00:03:07.727 Let's take a closer look at the details of each stage 53 00:03:07.727 --> 00:03:10.277 First, the concept stage 54 00:03:10.277 --> 00:03:15.027 This is the stage where you conceptualize 55 00:03:15.027 --> 00:03:18.927 And finalize the game genre, platform, world 56 00:03:18.927 --> 00:03:22.127 And setting, graphic style (2D, 3D, or pixel art) 57 00:03:22.127 --> 00:03:24.677 Core gameplay, and unique features 58 00:03:24.677 --> 00:03:29.277 At this stage, producers or directors typically outline 59 00:03:29.277 --> 00:03:31.127 The game's vision and overall framework 60 00:03:31.127 --> 00:03:34.527 During this stage, they conduct market research 61 00:03:34.527 --> 00:03:37.827 Assess the development team's capabilities 62 00:03:37.827 --> 00:03:41.027 And benchmark against 63 00:03:41.027 --> 00:03:43.077 How other games In the genre 64 00:03:43.077 --> 00:03:45.327 Are being developed 65 00:03:45.327 --> 00:03:47.577 Once the concept is finalized 66 00:03:47.577 --> 00:03:50.077 The development moves on to the prototype stage 67 00:03:50.077 --> 00:03:54.877 This is where a build featuring the core elements of the conceptualized game is created 68 00:03:54.877 --> 00:03:58.127 This build typically includes one or two main characters 69 00:03:58.127 --> 00:04:01.677 The overall graphic concept and style 70 00:04:01.677 --> 00:04:05.527 And basic gameplay mechanics such as combat and play elements 71 00:04:05.527 --> 00:04:07.577 The prototype build is usually designed 72 00:04:07.577 --> 00:04:10.577 To be short, often lasting around 5 minutes 73 00:04:11.127 --> 00:04:13.777 A video recorded from the development engine 74 00:04:13.777 --> 00:04:17.277 Can also serve as a substitute for the prototype build 75 00:04:17.277 --> 00:04:18.927 What's crucial at this stage is 76 00:04:18.927 --> 00:04:21.177 To effectively showcase and highlight 77 00:04:21.177 --> 00:04:24.178 The game's initial impression 78 00:04:24.178 --> 00:04:27.428 And key attractions through the prototype build 79 00:04:27.428 --> 00:04:30.628 Depending on the results 80 00:04:30.628 --> 00:04:33.978 the prototype build may advance to be built 81 00:04:33.978 --> 00:04:37.578 Or the concept might be revised 82 00:04:37.578 --> 00:04:40.028 The outcome of the prototype build will determine 83 00:04:40.028 --> 00:04:42.778 The next steps in the development process 84 00:04:42.778 --> 00:04:45.028 Next is the alpha build 85 00:04:45.028 --> 00:04:47.928 This build includes the core gameplay 86 00:04:47.928 --> 00:04:52.378 And major content elements in their initial form 87 00:04:52.378 --> 00:04:55.378 While not perfect, it allows for experiencing 88 00:04:55.378 --> 00:04:59.978 The overall flow of the game and a complete gameplay cycle 89 00:04:59.978 --> 00:05:04.878 This allows assessing the game's key differentiators 90 00:05:04.878 --> 00:05:09.028 The appeal of each content element, their structure, volume, and integration 91 00:05:09.028 --> 00:05:12.828 It should be polished enough to serve as a sales build 92 00:05:12.828 --> 00:05:16.978 Once the alpha build is completed, the development 93 00:05:16.978 --> 00:05:19.678 Moves into the mass production stage 94 00:05:19.678 --> 00:05:23.328 This stage is represented by the beta build 95 00:05:23.328 --> 00:05:27.528 Once the core and structure of the game are well established in the alpha build 96 00:05:27.528 --> 00:05:32.178 The development moves into full scale production 97 00:05:32.178 --> 00:05:35.678 This involves intensive content development and creating a beta build 98 00:05:35.678 --> 00:05:38.178 Where most of the key game features are implemented 99 00:05:38.678 --> 00:05:42.528 A beta build can also be considered one 100 00:05:42.528 --> 00:05:45.078 That is ready for beta testing with users 101 00:05:45.078 --> 00:05:47.128 Next is the polishing stage 102 00:05:47.128 --> 00:05:51.028 Although the polishing stage is 103 00:05:51.478 --> 00:05:53.178 Placed after the beta build 104 00:05:53.178 --> 00:05:55.678 It is an ongoing and crucial phase 105 00:05:55.678 --> 00:05:57.878 Even after the build is considered complete 106 00:05:57.878 --> 00:06:01.678 This stage involves refining and enhancing the detailed elements 107 00:06:01.678 --> 00:06:04.078 That impact the user experience 108 00:06:04.078 --> 00:06:08.879 The polishing stage determines the completeness of the game 109 00:06:08.879 --> 00:06:13.079 Refining initial onboarding, removing user drop off factors 110 00:06:13.079 --> 00:06:17.779 balancing, optimization, stability checks, security assessments 111 00:06:17.779 --> 00:06:21.129 And reviewing endgame and recurring content 112 00:06:21.129 --> 00:06:23.729 Are done During the polishing stage 113 00:06:23.729 --> 00:06:27.129 Depending on the needs, additional testing may be conducted 114 00:06:27.129 --> 00:06:30.429 And server load testing might be performed 115 00:06:30.429 --> 00:06:33.029 Based on the game genre 116 00:06:33.029 --> 00:06:36.979 Since a game is irreversible once it's released 117 00:06:36.979 --> 00:06:40.629 It's crucial to take all precautions during the polishing stage 118 00:06:40.629 --> 00:06:42.979 After that, there comes the final release build 119 00:06:42.979 --> 00:06:46.379 The final release build can be considered the completed build 120 00:06:46.379 --> 00:06:51.029 The final release build is the completed version of the game where all content is implemented 121 00:06:51.029 --> 00:06:54.679 Including business model items 122 00:06:54.679 --> 00:06:57.679 After completing the final release build 123 00:06:57.679 --> 00:07:01.329 It’s essential to continuously analyze the relationship between BM and content consumption 124 00:07:01.329 --> 00:07:05.879 And perform final balancing and polishing 125 00:07:05.879 --> 00:07:08.629 Finally, there is the update build 126 00:07:08.629 --> 00:07:11.729 After the initial release and stabilization period 127 00:07:11.729 --> 00:07:15.429 You need to start preparing update builds 128 00:07:15.429 --> 00:07:18.329 For content and BM items that can be updated 129 00:07:18.329 --> 00:07:22.279 At the time of the release, you should have 130 00:07:22.279 --> 00:07:26.379 Update builds ready to deploy within 2 to 4 weeks 131 00:07:26.379 --> 00:07:30.179 Recently, for mobile games, update cycles tend to be quick 132 00:07:30.179 --> 00:07:34.029 Typically occurring every 2 weeks 133 00:07:34.029 --> 00:07:37.579 Typically, minor updates and major updates 134 00:07:37.579 --> 00:07:40.829 Are alternated on a 2-week cycle 135 00:07:40.829 --> 00:07:44.779 While this may not be universally applicable 136 00:07:44.779 --> 00:07:49.229 it's worth noting that 137 00:07:49.229 --> 00:07:51.179 recent trends show 138 00:07:51.179 --> 00:07:53.780 a high frequency of updates 139 00:07:53.780 --> 00:07:56.480 To address rapid content consumption and user needs 140 00:07:56.480 --> 00:08:00.930 The game release stage progresses through FGT CBT OBT 141 00:08:00.930 --> 00:08:04.630 Soft launch, and finally, the official launch 142 00:08:04.630 --> 00:08:08.030 We will take a closer look at these stages in detail 143 00:08:08.030 --> 00:08:10.480 During explaining the release phase discussion 144 00:08:10.980 --> 00:08:14.780 Before diving into the details of the release phase 145 00:08:14.780 --> 00:08:19.730 Let's first explore the concept and role of game publishing 146 00:08:19.730 --> 00:08:21.880 Game publishing refers to 147 00:08:21.880 --> 00:08:24.130 The process of delivering a completed game to users 148 00:08:24.130 --> 00:08:25.830 The game developer can either 149 00:08:25.830 --> 00:08:28.780 Handle the publishing internally by establishing their own business 150 00:08:28.780 --> 00:08:32.080 And service organization or use a specialized publisher 151 00:08:32.080 --> 00:08:34.430 To manage the publishing services 152 00:08:34.430 --> 00:08:36.530 The primary roles of a publisher include 153 00:08:36.530 --> 00:08:39.880 Performing product management functions and overseeing 154 00:08:39.880 --> 00:08:45.580 Business and marketing, operations and CS, QA and infrastructure 155 00:08:45.580 --> 00:08:49.680 Let me provide details on each of these areas 156 00:08:49.680 --> 00:08:51.980 First, let's discuss Product Management 157 00:08:51.980 --> 00:08:54.830 It involves establishing milestones for the entire service 158 00:08:54.830 --> 00:08:58.530 And managing them in collaboration with the development team 159 00:08:58.530 --> 00:09:01.680 They also provide feedback on development builds 160 00:09:01.680 --> 00:09:05.080 Offer market research, and benchmarking examples 161 00:09:05.080 --> 00:09:08.130 They design and provide the business model 162 00:09:08.130 --> 00:09:11.380 In short, they provide development support 163 00:09:11.380 --> 00:09:14.730 And schedule management to assist the development team 164 00:09:14.730 --> 00:09:17.430 Next, let's talk about business and marketing 165 00:09:17.430 --> 00:09:21.980 They develop business plans, manage revenue and expenses for the project handle profit and loss 166 00:09:21.980 --> 00:09:25.830 And establish and execute testing plans according to the release stage 167 00:09:25.830 --> 00:09:29.480 They also plan and execute marketing activities 168 00:09:29.480 --> 00:09:31.880 Both before and after the launch 169 00:09:31.880 --> 00:09:34.230 Finally, through data analyzation 170 00:09:34.230 --> 00:09:37.130 They analyze data to evaluate 171 00:09:37.130 --> 00:09:39.131 Test results and live user content metrics 172 00:09:39.131 --> 00:09:43.131 The business and marketing aspect is a core role of the publisher 173 00:09:43.131 --> 00:09:45.631 Supporting sophisticated business and marketing activities 174 00:09:45.631 --> 00:09:47.981 That small scale developers might find 175 00:09:47.981 --> 00:09:50.031 Challenging to handle on their own 176 00:09:50.031 --> 00:09:52.481 Next, let's discuss operations and customer support 177 00:09:52.481 --> 00:09:56.381 This involves creating user agreements, managing overall customer interactions 178 00:09:56.381 --> 00:10:01.431 Conducting necessary checks for live services, issuing notices, and handling rewards 179 00:10:01.431 --> 00:10:05.231 It's about providing customer support and service 180 00:10:05.231 --> 00:10:09.581 They also manage abnormal users 181 00:10:09.581 --> 00:10:11.681 Or bots through monitoring 182 00:10:11.681 --> 00:10:16.381 Publishers may handle these services with in house staff 183 00:10:16.381 --> 00:10:21.731 Or outsource them to specialized operations agencies 184 00:10:21.731 --> 00:10:23.481 Next is the Quality Assurance area 185 00:10:23.481 --> 00:10:27.231 QA serves as the final checkpoint before a build goes live 186 00:10:27.231 --> 00:10:30.731 QA involves performing technical aspect and 187 00:10:30.731 --> 00:10:35.231 And fun testing on the build to ensure the game is enjoyable for users 188 00:10:35.231 --> 00:10:39.331 QA may also be passed on to external contractors as needed 189 00:10:39.331 --> 00:10:41.919 Lastly, let's discuss the infrastructure 190 00:10:41.919 --> 00:10:44.331 This involves providing server environments 191 00:10:44.331 --> 00:10:46.400 And databases for live services 192 00:10:46.400 --> 00:10:49.039 Typically, this involves using database 193 00:10:49.039 --> 00:10:54.231 And server systems from providers like Google or Amazon 194 00:10:54.231 --> 00:10:57.381 For large publishers, they may also provide 195 00:10:57.381 --> 00:11:00.481 Their own login systems or data analysis platforms 196 00:11:00.481 --> 00:11:04.631 In some ways, this aspect could be quite critical 197 00:11:04.631 --> 00:11:08.481 Let's look into the requirements and aspects to consider when signing a publishing agreement 198 00:11:08.481 --> 00:11:11.031 With a professional game publisher 199 00:11:11.031 --> 00:11:15.581 From both the developer's and publisher's perspectives 200 00:11:15.581 --> 00:11:17.231 These can be considered as key checkpoints 201 00:11:17.231 --> 00:11:19.200 When entering into a game publishing agreement 202 00:11:19.200 --> 00:11:21.431 The first checkpoint is the game build 203 00:11:21.431 --> 00:11:25.280 For Developer's perspective, it’s important to prepare a build that is 204 00:11:25.280 --> 00:11:28.799 At least at the alpha version, capable of demonstrating the core gameplay 205 00:11:28.799 --> 00:11:31.359 If preparing a build is challenging 206 00:11:31.359 --> 00:11:34.182 A gameplay video recorded directly from the development engine 207 00:11:34.182 --> 00:11:38.282 As mentioned earlier, can also be used 208 00:11:38.282 --> 00:11:41.582 The publisher will receive the test build 209 00:11:41.582 --> 00:11:43.482 And conduct objective evaluations 210 00:11:43.482 --> 00:11:47.359 And provide feedback based on their internal assessment criteria 211 00:11:47.359 --> 00:11:50.332 Next, a company profile is needed 212 00:11:50.332 --> 00:11:54.582 A company profile should include the developer’s vision 213 00:11:54.582 --> 00:11:58.320 Key team member profiles, and a brief overview of financial information 214 00:11:58.320 --> 00:12:04.080 Providing detailed profiles of the development team is crucial for building trust 215 00:12:04.080 --> 00:12:08.159 So having comprehensive information about the team members is highly beneficial 216 00:12:08.159 --> 00:12:10.682 The publisher will need to review the backgrounds 217 00:12:10.682 --> 00:12:12.559 Of the key development team members 218 00:12:12.559 --> 00:12:16.320 They need to assess whether the development team is 219 00:12:16.320 --> 00:12:19.832 Capable of effectively creating the game they aim to produce 220 00:12:19.832 --> 00:12:22.632 Additionally, understanding the financial information is also crucial 221 00:12:22.632 --> 00:12:27.200 After the contract, the publisher must continuously assess if the developer can continue developing 222 00:12:27.200 --> 00:12:29.982 This involves a thorough review of following factors 223 00:12:29.982 --> 00:12:34.182 Such as the developer’s capital, liabilities 224 00:12:34.182 --> 00:12:37.732 Monthly expenses and projected profit 225 00:12:37.732 --> 00:12:41.732 And loss based on revenue goals 226 00:12:41.732 --> 00:12:43.282 Next is the game overview document 227 00:12:43.282 --> 00:12:45.982 Although a build is provided 228 00:12:45.982 --> 00:12:49.200 An alpha version may not 229 00:12:49.200 --> 00:12:52.159 Encompass every aspect of the game 230 00:12:52.159 --> 00:12:55.532 A game overview document is needed 231 00:12:55.532 --> 00:12:59.232 To detail the game's vision and the major features that will be developed 232 00:12:59.232 --> 00:13:01.232 Which may not be fully captured in the sales build 233 00:13:01.232 --> 00:13:04.982 It’s also beneficial to include the overall development timeline and the developer's revenue goals 234 00:13:04.982 --> 00:13:06.880 In the document 235 00:13:06.880 --> 00:13:10.033 The publisher should assess the game overview document 236 00:13:10.033 --> 00:13:13.533 To determine if the key content features are competitive 237 00:13:13.533 --> 00:13:16.883 Given the market conditions 238 00:13:16.883 --> 00:13:19.483 And if the development schedule and team capacity 239 00:13:19.483 --> 00:13:22.283 Suggest that the planning is feasible 240 00:13:22.283 --> 00:13:25.919 Investments can be broadly categorized into 241 00:13:25.919 --> 00:13:28.733 Financial Investment and Strategic Investment 242 00:13:28.733 --> 00:13:32.033 The financial Investment involves 243 00:13:32.033 --> 00:13:35.483 Investing in the developer from a financial perspective 244 00:13:35.483 --> 00:13:38.159 Strategic Investment, SI 245 00:13:38.159 --> 00:13:42.783 Occurs when a publisher invests 246 00:13:42.783 --> 00:13:45.283 While also considering the publishing aspects 247 00:13:45.283 --> 00:13:48.400 If the developer has not received FI 248 00:13:48.400 --> 00:13:50.559 The publisher may provide 249 00:13:50.559 --> 00:13:55.033 Additional funding as part of a SI to cover initial capital needs 250 00:13:55.033 --> 00:13:57.679 Therefore, when entering into a contract with a publisher 251 00:13:57.679 --> 00:14:00.183 It is important to mutually agree on 252 00:14:00.183 --> 00:14:03.033 Whether the arrangement will involve only publishing 253 00:14:03.033 --> 00:14:06.283 Or if it will also include investment opportunities 254 00:14:06.833 --> 00:14:09.033 Now, let's discuss the key terms 255 00:14:09.033 --> 00:14:12.083 Contract conditions, and revenue structures 256 00:14:12.083 --> 00:14:14.283 Used in publishing agreements 257 00:14:14.283 --> 00:14:17.133 This can be considered one of the most important 258 00:14:17.133 --> 00:14:21.183 And sensitive aspects for both developers and publishers 259 00:14:21.183 --> 00:14:24.283 First, let's discuss some key terms 260 00:14:24.283 --> 00:14:27.433 Starting with LF which stands for License Fee 261 00:14:27.433 --> 00:14:30.333 It refers to the one time payment 262 00:14:30.333 --> 00:14:34.283 Made by the publisher to the developer in exchange 263 00:14:34.283 --> 00:14:37.183 For securing the rights to service the game 264 00:14:37.183 --> 00:14:40.383 You can think of it as a form of royalty payment 265 00:14:40.383 --> 00:14:42.983 LF is often paid when the project has 266 00:14:42.983 --> 00:14:47.583 High appeal or when the development team is 267 00:14:47.583 --> 00:14:49.833 Exceptionally strong 268 00:14:49.833 --> 00:14:54.383 However, LF is not a mandatory condition in all cases 269 00:14:54.383 --> 00:14:56.983 Whether LF is included or not can depend on 270 00:14:56.983 --> 00:15:00.384 The project's status and appeal 271 00:15:00.384 --> 00:15:02.640 Next is MG 272 00:15:02.640 --> 00:15:04.684 Which stands for Minimum Guarantee 273 00:15:04.684 --> 00:15:07.734 It refers to the money paid in advance 274 00:15:07.734 --> 00:15:11.684 Which is contracted minimum revenue From the publisher 275 00:15:11.684 --> 00:15:15.484 The amount that is offset against the developer's revenue share 276 00:15:15.484 --> 00:15:17.484 From future sales 277 00:15:17.484 --> 00:15:21.784 In most cases, this amount is provided as an advance 278 00:15:21.784 --> 00:15:25.679 Either in the form of a LF or MG 279 00:15:25.679 --> 00:15:27.929 To secure development funding 280 00:15:27.929 --> 00:15:31.929 However, LF or MG is not always a mandatory requirement 281 00:15:31.929 --> 00:15:33.929 However, for smaller developers 282 00:15:33.929 --> 00:15:36.984 Securing initial development funding is often necessary 283 00:15:36.984 --> 00:15:39.484 So it is quite common to use MG or similar arrangements 284 00:15:39.484 --> 00:15:41.884 To provide the development capital 285 00:15:41.884 --> 00:15:45.234 Next is RS, which stands for Revenue Share 286 00:15:45.234 --> 00:15:47.934 This aspect could be the most crucial part 287 00:15:47.934 --> 00:15:52.334 It refers to the percentage of profits distributed 288 00:15:52.334 --> 00:15:55.484 Between the developer and the publisher based on the net revenue 289 00:15:55.484 --> 00:15:58.184 Which is the total sales minus expenses 290 00:15:58.184 --> 00:16:03.484 Platform fees, payment processing fees, server usage costs, and marketing expenses are 291 00:16:03.484 --> 00:16:05.534 Included in the Expenses 292 00:16:05.534 --> 00:16:09.034 This expense which is the gross revenue minus these expenses 293 00:16:09.034 --> 00:16:12.434 Is then divided between the developer and the publisher 294 00:16:12.434 --> 00:16:14.934 According to the mutually agreed-upon revenue share percentage 295 00:16:14.934 --> 00:16:17.634 Now, I will discuss MG 296 00:16:17.634 --> 00:16:20.960 Earlier, when we mentioned MG, we referred to Minimum Guarantee 297 00:16:20.960 --> 00:16:24.084 However, the MG we are discussing now stands for Marketing Guarantee 298 00:16:24.084 --> 00:16:28.434 It refers to the agreement on the marketing expenses that the publisher will cover 299 00:16:28.434 --> 00:16:31.234 This refers to the publisher committing 300 00:16:31.234 --> 00:16:34.284 To a specific amount for marketing expenses at the launch 301 00:16:34.284 --> 00:16:39.635 Agreeing to spend at least this amount on marketing 302 00:16:39.635 --> 00:16:43.785 In the case of MG it is a cost borne solely by the publisher 303 00:16:43.785 --> 00:16:48.085 And is excluded from the expenses considered for revenue sharing 304 00:16:48.085 --> 00:16:50.535 Finally, let's discuss the Running Guarantee 305 00:16:50.535 --> 00:16:54.835 It involves adjusting the revenue share percentage based on sales performance 306 00:16:54.835 --> 00:16:57.185 Or providing additional incentives 307 00:16:57.185 --> 00:16:59.985 It has a strong incentive component for the developer 308 00:16:59.985 --> 00:17:02.635 It means that, once specific sales targets are exceeded 309 00:17:02.635 --> 00:17:04.935 The revenue share percentage can be adjusted 310 00:17:04.935 --> 00:17:08.485 To be more favorable to the developer 311 00:17:08.485 --> 00:17:10.835 Or a one time additional incentive may be provided 312 00:17:10.835 --> 00:17:14.835 Game Distribution and Launch 313 00:17:15.385 --> 00:17:18.385 Next is the game distribution and revenue structure 314 00:17:18.385 --> 00:17:23.535 Broadly speaking, the developer and publisher enter into a contract 315 00:17:23.535 --> 00:17:26.585 The publisher, through contracts with distribution platforms 316 00:17:26.585 --> 00:17:30.719 Ultimately supplies the game to the consumer 317 00:17:30.719 --> 00:17:33.839 In this context, distribution platforms for mobile games 318 00:17:33.839 --> 00:17:38.000 Include well known ones like Google Play Store and Apple App Store 319 00:17:38.000 --> 00:17:39.500 For PC games, there are 320 00:17:39.500 --> 00:17:43.385 Steam, Valve, and Epic Games Store 321 00:17:43.385 --> 00:17:46.985 And for consoles, there are platforms such as PlayStation 322 00:17:46.985 --> 00:17:49.719 Xbox, and Nintendo 323 00:17:49.719 --> 00:17:53.085 When consumers download or purchase the game 324 00:17:53.085 --> 00:17:55.135 From these distribution platforms 325 00:17:55.135 --> 00:17:57.485 The platforms will deduct their fees 326 00:17:57.485 --> 00:18:00.535 And then transfer the remaining revenue to the publisher 327 00:18:00.535 --> 00:18:04.160 The publisher, in turn, divides this revenue 328 00:18:04.160 --> 00:18:08.199 According to the agreed upon 329 00:18:08.199 --> 00:18:12.635 Revenue share percentage with the developer 330 00:18:12.635 --> 00:18:16.935 In this distribution model, the revenue structure for the developer 331 00:18:16.935 --> 00:18:19.135 and publisher involves total sales 332 00:18:19.135 --> 00:18:22.479 Here, total sales refer to the total amount paid by consumers 333 00:18:22.479 --> 00:18:25.359 From this amount, VAT needs to be deducted 334 00:18:25.359 --> 00:18:28.079 From this amount, platform fees are deducted 335 00:18:28.079 --> 00:18:30.599 For mobile platforms, such as Google and Apple 336 00:18:30.599 --> 00:18:34.560 The platform fees typically account for 30% 337 00:18:34.560 --> 00:18:39.239 After deducting these platform fees from the total sales the remaining amount is the net revenue 338 00:18:39.239 --> 00:18:42.439 For mobile games, approximately 70% of the total sales 339 00:18:42.439 --> 00:18:46.199 Will be the net revenue available for profit sharing 340 00:18:46.199 --> 00:18:49.520 From this net revenue, after deducting the costs 341 00:18:49.520 --> 00:18:52.640 According to the revenue share percentage 342 00:18:52.640 --> 00:18:54.719 The remaining amount constitutes the developer's profit 343 00:18:54.719 --> 00:19:01.040 For the publisher, after subtracting the revenue share costs 344 00:19:01.040 --> 00:19:04.040 Additional expenses such as marketing 345 00:19:04.040 --> 00:19:06.880 Translation, and advances, the final amount left is 346 00:19:06.880 --> 00:19:09.786 Finally the publisher's profit 347 00:19:10.286 --> 00:19:13.236 To make it clearer, let's use an example 348 00:19:13.236 --> 00:19:16.236 Suppose the RS is agreed upon as 50/50 349 00:19:16.236 --> 00:19:20.136 Here's how the calculation would work based on this revenue structure 350 00:19:20.136 --> 00:19:22.936 To estimate the actual revenue for the developer 351 00:19:22.936 --> 00:19:24.536 Let’s do a rough calculation 352 00:19:24.536 --> 00:19:26.586 If we assume the total sales is 100% 353 00:19:26.586 --> 00:19:29.336 And the platform fee is 30% 354 00:19:29.336 --> 00:19:32.436 Then the net revenue remaining would be 70% 355 00:19:32.436 --> 00:19:36.086 Applying a 50% revenue share ratio to the net revenue 356 00:19:36.086 --> 00:19:38.386 The developer would receive 357 00:19:38.386 --> 00:19:41.936 Approximately 35% of the total 100% sales 358 00:19:41.936 --> 00:19:45.386 Similarly, the publisher would also receive approximately 35% 359 00:19:45.386 --> 00:19:49.636 However, in revenue sharing, depending on the publishing contract terms 360 00:19:49.636 --> 00:19:52.236 There may be cases where the developer bears some of the costs 361 00:19:52.236 --> 00:19:54.636 Such as server and marketing expenses 362 00:19:54.636 --> 00:19:59.486 In such cases, the developer's actual revenue share 363 00:19:59.486 --> 00:20:04.236 Relative to the total sales, typically ranges from 25% to 30% 364 00:20:04.986 --> 00:20:08.186 Therefore, if the total sales amount to 100 million won 365 00:20:08.186 --> 00:20:10.386 The actual revenue for the developer would be 366 00:20:10.386 --> 00:20:14.136 Approximately between 25 million won and 30 million won 367 00:20:14.136 --> 00:20:18.637 This is why it is crucial to carefully review and establish 368 00:20:18.637 --> 00:20:23.787 A financial plan based on the current development funds 369 00:20:23.787 --> 00:20:26.787 Considering both the costs required for the official launch 370 00:20:26.787 --> 00:20:30.337 And the potential expenses related to future sales revenue 371 00:20:30.337 --> 00:20:33.537 This aspect is crucial for the developer to ensure 372 00:20:33.537 --> 00:20:37.037 Ongoing growth and sustainability 373 00:20:37.037 --> 00:20:39.087 Similarly, as mentioned earlier 374 00:20:39.087 --> 00:20:43.537 From the publisher's perspective 375 00:20:43.537 --> 00:20:46.737 It is essential to ensure that the developer maintains 376 00:20:46.737 --> 00:20:48.987 A viable financial state to continue development 377 00:20:48.987 --> 00:20:52.637 Therefore, it is imperative for both parties to review 378 00:20:52.637 --> 00:20:55.987 These financial aspects thoroughly during contract negotiations 379 00:20:55.987 --> 00:21:01.737 Finally, let's review the overall game launch process 380 00:21:01.737 --> 00:21:04.337 That we discussed earlier 381 00:21:04.337 --> 00:21:09.287 In the upcoming lecture, we will delve into the game launch process in detail 382 00:21:09.287 --> 00:21:11.887 Including the development, business, marketing 383 00:21:11.887 --> 00:21:15.137 And promotional activities required at each stage 384 00:21:15.137 --> 00:21:17.287 Therefore, it would be beneficial 385 00:21:17.287 --> 00:21:19.187 To keep the information 386 00:21:19.187 --> 00:21:21.887 We've covered so far in mind 387 00:21:21.887 --> 00:21:26.137 The first stage is the internal review/FGT Phase 388 00:21:26.137 --> 00:21:30.560 Before the beta build, internal build tests are conducted 389 00:21:30.560 --> 00:21:33.640 Regularly whenever content units are completed 390 00:21:33.640 --> 00:21:37.439 If necessary, a Focus Group Test or internal testing may be conducted 391 00:21:37.439 --> 00:21:39.839 To evaluate the game's first impression 392 00:21:39.839 --> 00:21:43.599 Initial gameplay experience, or specific content 393 00:21:43.599 --> 00:21:45.400 Since these are small-scale tests 394 00:21:45.400 --> 00:21:49.599 They are conducted with specific, clearly defined objectives 395 00:21:49.599 --> 00:21:52.199 As mentioned earlier, during the development phase 396 00:21:52.199 --> 00:21:57.988 Alpha and beta builds are tested regularly 397 00:21:57.988 --> 00:22:01.959 Next is CBT, once the beta build is completed 398 00:22:01.959 --> 00:22:06.438 A closed beta test is conducted with a targeted group of customers 399 00:22:06.438 --> 00:22:09.988 For example, Google supports testing tracks 400 00:22:09.988 --> 00:22:12.479 Such as CBT and OBT 401 00:22:12.479 --> 00:22:15.439 You can use Google Play's closed testing track 402 00:22:15.439 --> 00:22:17.119 To conduct these tests 403 00:22:17.119 --> 00:22:18.839 During Closed Beta Testing 404 00:22:18.839 --> 00:22:23.119 The primary goals are to assess the fundamental gameplay and market viability 405 00:22:23.119 --> 00:22:26.000 Closed Beta Testing can only be conducted 406 00:22:26.000 --> 00:22:29.280 Once the beta build or higher is ready 407 00:22:29.280 --> 00:22:32.640 Next is OBT, which stands for Open Beta Testing 408 00:22:32.640 --> 00:22:36.888 In Open Beta Testing a large scale test is conducted with a finalized build 409 00:22:36.888 --> 00:22:41.439 Excluding any business model elements, before the official launch 410 00:22:41.439 --> 00:22:44.338 Similarly, you can use Google Play's open testing track 411 00:22:44.338 --> 00:22:47.119 To conduct this testing 412 00:22:47.119 --> 00:22:51.280 Before the official launch, a generous testing period is needed 413 00:22:51.280 --> 00:22:54.439 For final polishing, stress testing, and monitoring content usage 414 00:22:54.439 --> 00:22:56.839 During intermediate stages 415 00:22:56.839 --> 00:22:59.640 It is advisable for testing to be at least two weeks long or longer 416 00:22:59.640 --> 00:23:02.988 OBT requires a finalized build 417 00:23:02.988 --> 00:23:06.800 excluding any business model elements 418 00:23:06.800 --> 00:23:08.800 Next is Soft Launch 419 00:23:08.800 --> 00:23:13.688 This involves releasing a commercial build that includes all features 420 00:23:13.688 --> 00:23:17.199 Including the business model, in select countries 421 00:23:17.199 --> 00:23:21.688 Typically, this involves launching in 2 tier markets 422 00:23:21.688 --> 00:23:25.959 Which are secondary target countries, with a small advertising budget 423 00:23:25.959 --> 00:23:32.388 During a soft launch, the entire system is tested and validated in advance 424 00:23:32.388 --> 00:23:36.388 Including in-game currency, content balancing, and security issues 425 00:23:36.388 --> 00:23:38.520 As mentioned earlier, once a game is officially launched 426 00:23:38.520 --> 00:23:41.239 It cannot be undone 427 00:23:41.239 --> 00:23:44.680 Therefore, it is important to first 428 00:23:44.680 --> 00:23:47.119 Validate the commercial build 429 00:23:47.119 --> 00:23:50.560 Including the BM, through a soft launch in a select few small markets 430 00:23:50.560 --> 00:23:52.000 Soft launches typically 431 00:23:52.000 --> 00:23:54.800 Last around 4 weeks or more 432 00:23:54.800 --> 00:23:59.680 This period allows you to identify and address critical issues 433 00:23:59.680 --> 00:24:03.640 Before a large influx of customers occurs 434 00:24:03.640 --> 00:24:06.800 Once all polishing is complete through the soft launch 435 00:24:06.800 --> 00:24:08.800 You can proceed with the official launch 436 00:24:08.800 --> 00:24:12.599 Releasing the commercial build with added content 437 00:24:12.599 --> 00:24:15.539 In major target markets such as South Korea or the United States 438 00:24:15.539 --> 00:24:20.939 Accompanied by large scale advertising would be an offical launch 439 00:24:21.589 --> 00:24:25.739 Thus far, we have reviewed the concepts and understanding of game development and publishing 440 00:24:25.739 --> 00:24:30.389 Game distribution and revenue structure, and the launch process 441 00:24:30.389 --> 00:24:33.389 Let me summarize a few key points 442 00:24:33.389 --> 00:24:37.089 To keep in mind from this lecture before we wrap up 443 00:24:37.089 --> 00:24:40.039 A fundamental understanding of the basic concepts and roles 444 00:24:40.039 --> 00:24:43.389 In game development, publishing, and distribution 445 00:24:43.389 --> 00:24:45.789 Within the overall game ecosystem is essential 446 00:24:45.789 --> 00:24:50.539 This knowledge will help foster mutual respect and a collaborative attitude 447 00:24:50.539 --> 00:24:54.589 Keep in mind that a mutual understanding between 448 00:24:54.589 --> 00:24:56.889 Parties often leads to better outcomes 449 00:24:56.889 --> 00:25:01.289 Be sure to recognize the overall flow of development and launch stages 450 00:25:01.289 --> 00:25:05.039 And carry out activities that are appropriate for each stage 451 00:25:05.039 --> 00:25:08.939 In the context of the overall flow, you should review past shortcomings 452 00:25:08.939 --> 00:25:12.639 Make accurate assessments of the current situation 453 00:25:12.639 --> 00:25:15.439 And identify the needs for the future at each stage 454 00:25:15.439 --> 00:25:19.389 Understand the game's revenue and distribution structure thoroughly 455 00:25:19.389 --> 00:25:21.289 And focus on actual profitability 456 00:25:21.289 --> 00:25:24.590 Rather than vague revenue expectations 457 00:25:24.590 --> 00:25:26.940 Especially for smaller-scale projects 458 00:25:26.940 --> 00:25:29.540 It is crucial to establish a realistic financial plan 459 00:25:29.540 --> 00:25:31.740 And manage it thoroughly 460 00:25:31.740 --> 00:25:35.840 To create an environment conducive 461 00:25:35.840 --> 00:25:39.090 To sustainable development and service 462 00:25:39.090 --> 00:25:44.940 Today, we have covered the topics of game launch and publishing 463 00:25:44.940 --> 00:25:46.590 Thank you 464 00:25:46.590 --> 00:25:47.190 Game development and publishing Fields and Roles in Game Development 465 00:25:47.190 --> 00:25:47.790 Game Design: Game concepts and scenarios, content planning, and balance design Graphics: Game backgrounds and character illustrations (concept art), animations, and effects 466 00:25:47.790 --> 00:25:48.340 UI/UX: Implementation of interfaces and experiences that directly impact user interaction and experience 467 00:25:48.340 --> 00:25:48.890 Client: Implementing the game build based on the results produced from design and graphics 468 00:25:48.890 --> 00:25:49.490 Server: Implementing and managing the server that provides and mediates the game build to users 469 00:25:49.490 --> 00:25:50.090 Sound/Other: Background music, sound effects, and development QA 470 00:25:50.090 --> 00:25:50.640 The role of game publishing Product Management: Establishing, coordinating, and managing overall service milestones 471 00:25:50.640 --> 00:25:51.240 Development build content feedback, market and benchmarking examples, BM design and provision 472 00:25:51.240 --> 00:25:51.840 Business/Marketing Team: Developing business plans and analyzing data 473 00:25:51.840 --> 00:25:52.390 Operations/CS Team: Creating terms of service, handling overall customer interactions, performing checks required for live service, managing notices, rewards, and monitoring 474 00:25:52.390 --> 00:25:52.990 QA Team: Technical QA and Fun QA for the upcoming build 475 00:25:52.990 --> 00:25:53.590 Infrastructure Team: Providing server environments and databases for live services 476 00:25:53.590 --> 00:25:54.190 Game Distribution and Release 477 00:25:54.190 --> 00:25:54.790 Game Distribution Structure: The structure involves developers either going through a publisher or independently distributing and servicing the game through various distribution platforms 478 00:25:54.790 --> 00:25:55.390 Revenue Structure: Total revenue minus platform fees (30% for mobile) equals net revenue (70% of total revenue for mobile) 479 00:25:55.390 --> 00:25:56.090 Net Revenue minus Revenue Share Costs (including expenses) equals Developer Profit 480 00:25:56.090 --> 00:25:56.840 Net Revenue minus Revenue Share Costs (including expenses) minus Marketing, Translation, L.F equals Publisher Profit 481 00:25:56.840 --> 00:25:57.540 Game Release Process 482 00:25:57.540 --> 00:25:58.390 Internal Review/FGT: Conducting internal build tests whenever content units are completed, up until the beta build 483 00:25:58.390 --> 00:25:59.140 CBT: Conducting a closed beta test with the target audience once the beta build is completed 484 00:25:59.140 --> 00:25:59.940 OBT: Conducting large scale testing with the final build, excluding the BM, before the official release 485 00:25:59.940 --> 00:26:00.740 Soft Launch: Launching the commercial build, which includes all features and the BM, in select countries 486 00:26:00.740 --> 00:26:01.490 Official Launch: Releasing the commercial build with additional content in the main target markets (e.g., South Korea, the USA) with large scale advertising