Hello again!
Today I’m going to spill the beans on how a bunch of Flash developers managed to become licensed to make games for PSP and PS3!
Contrary to popular belief, we didn’t have lots of games under our belt; none of us had worked on a commercial video game before, and none of us knew anything about C or C++.
What we did have was a great idea and the naïve enthusiasm to rock up to Sony’s Liverpool headquarters and present it in person.
It all started back in 2007 when I’d just finished building our Flash game engine, PRISM. We decided to use the engine to develop an idea I’d had at University. The idea was essentially a game that reaches outside of the console, with characters in the game contacting players through instant messaging, email and telephone calls.
You might have heard of this kind of game, it’s called an Alternate Reality Game (or ARG – pronounced A.R.G.).
So we used our engine to build a Flash demo and started looking for places that would fund and publish Flash games. This was before Kongregate and other portal sites existed, but we did find one company (which shall remain nameless) in the US who were offering to fund Flash games. We showed them our idea, including all the ARG stuff, and they essentially said:
“We love the little robot running around and shooting, but…not sure about all the email and text messaging – that all sounds a bit weird”.
Hmm. Bit disappointing, but their offer was a lot better than the Flash work we were doing at the time. Still, I had this nagging feeling that we could do better.
One day, whilst we were in the midst of negotiating the deal, I made the decision to pitch the idea to PlayStation. Nearly everyone I spoke to about it said I was nuts; that PlayStation would definitely not take a risk on a company with no prior experience.
For some reason I didn’t listen, and instead asked all of the people we’d done Flash work for if they knew anyone who worked with Sony, to give us advice on our pitch. Luckily, someone did, and kindly sent our pitch to Relentless Software, makers of Buzz! and Blue Toad Murder Files.
Suddenly I found myself in Relentless’ studio being given advice by their Creative Director, David Amor.
I can’t tell you how amazing it felt when David said:
“You’ve buried all the cool stuff at the bottom of your pitch…the cool stuff is the text messaging, and the emails, and the telephone calls – bring that stuff up front! Sony will love all that!”
DETERMINED
That was it, from then on I was determined to capture Sony’s imagination with our idea, and, since it was about a game taking place outside of the console, we decided to put on a performance, and dress up as characters from the game. Nothing weird or outlandish, just some nice suits with our pitch documents branded to the corporation featured in the game instead of our own branding.
The idea was to put the Sony execs in the middle of a real world game event taking place in their office.
We needed something to personalise the experience for them, so we looked online for the names of the people we would be meeting, and found their biographies on LinkedIn. Awesome. We butchered those around a bit, and worked them into our story. The longer we spent working on this idea, the more convinced I became that it would work, despite many people advising against it. They said things like: this is your only chance, what if they throw you out, or don’t ‘get’ it? I just thought that if they don’t get it, then we don’t want to work with them
We called Sony and booked an appointment with a month to practice our performance. We also had a lot of work to do on our game engine, so this gave us plenty of time to polish things up. Still, we barely had any time to practice our lines, so when we got the train up to Liverpool the night before, we practiced our lines in the park.
The next morning we arrived at Sony’s headquarters, calmly confident, but amazed that we’d actually got this far!
We did let them know we’d be doing something a bit different with our presentation, and that they should just be patient as it wouldn’t last long, which raised a few eyebrows. By the way, we were expecting to pitch to three people, but we had five – the head of the department decided to sit in as well :S
So, we launched into our performance, where rather cheekily, our story was based around one of the producers, Phil Gaskell, coming to meet us in our offices, to have an interview.
It began:
“So Phil, thanks so much for travelling all this way to see us in person. Your CV was by far the most impressive.”
This made them all sit up a bit.
UNAUTHORIZED
The presentation continued, up until the point where we gave our Flash demo over to Phil to have a go. As I passed the keyboard over, I pressed a secret key combination, which set a timer running. Then, as Phil was playing the demo, the game purposefully froze, glitched out and then showed an error message:
“NEW USER DETECTED, PHILLIP GASKELL…
UNAUTHORIZED.
CHECKING HISTORY…”
At this point, the screen filled with Phil’s LinkedIn biography, including recommendations by his colleagues also in the room, all hacked to fit our story.
They were sold.
The game we pitched that day has yet to be made, because, although Sony is really receptive to great ideas, they’re not stupid, and weren’t ready to spend £4m on us with no prior experience. :p
However, they did make a commitment to find a way of working with us, and got us to work on other projects for them. Unfortunately those projects never saw the light of day either – but, here we are now, with our first little game on the ladder, Coconut Dodge!
We’ve been developing other ideas too, and have something just as original and exciting around the corner.
So there you go. It’s perfectly possible to become licensed with Sony without any experience if you have a great idea. Of course, not many people will want to make an ARG, where a role playing pitch is appropriate – but the important lesson to learn is that if you go the extra mile in making a presentation special, it speaks volumes about your professionalism and dedication to making something of high quality – and ultimately, it’s high quality ideas that Sony are most interested in.
Stay tuned for next week where I’ll be detailing how we evolved our very first Flash game to be worthy of publishing on PlayStation Store!
Thanks for reading,
James














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68 CommentsAdd Yours
51
Posted on 6 May, 2010 at 4:33 pm by Bonyman
great story… i wasn’t expecting it to arrive at coconut dodge!
saw the preview recently and cocnut dodge will be for me. All the best
52
Posted on 6 May, 2010 at 4:38 pm by James Marsden
@Bonyman
Hiya, yes I remember you from last week. Drop by next Wednesday for the final installment too! :p
53
Posted on 6 May, 2010 at 4:58 pm by BalramRules
hmm, this game looks good, but is it???
jwkes, GR8 GAME! XD
Looking forward to it
54
Posted on 6 May, 2010 at 4:59 pm by David Amor
I remember James telling me that he was going to do his pitch in character, pretending that the Sony producer was showing up for an interview. I told him he was nuts. I advised against it.
A couple of days later the head of the department at Sony told me it was the best pitch he’d seen in a long time.
Kudos for James for putting himself out there. Kudos for Sony for getting behind upcoming talent. Keep an eye on James and his team – one to watch!
55
Posted on 6 May, 2010 at 5:17 pm by James Marsden
Hey, thanks David!
Feeling the love today :p
56
Posted on 6 May, 2010 at 5:24 pm by nickjd331
Good read. Perhaps I should show my flash game to sony when it’s finished!
57
Posted on 6 May, 2010 at 5:25 pm by DANNY3194
@James Marsden
May I ask, why did you come up with that brilliant pitch? And what were you thoughts when Phil tested the demo?
58
Posted on 6 May, 2010 at 6:17 pm by James Marsden
@DANNY3194
Hiya,
There were three things that led to the decision to pitch in character.
1) We felt that the idea was unique, and so deserved a unique presentation.
2) We were unknown to Sony, and had very little to show in terms of a portfolio. We had to make an impact, and since we couldn’t impress them with technical wizardry, we had to impress them with creative thinking.
3) It made sense to make do a role play, as it fitted with the concept of the game being outside of the console in the real world.
However, all of these things wouldn’t have resulted in us doing the pitch unless we had a very open mind, and also quite a lot of respect for Sony as a creative organisation to begin with – I believed that Sony would get it.
Like David said, Kudos to them for giving us a shot
59
Posted on 6 May, 2010 at 6:27 pm by James Marsden
@DANNY3194
Sorry Danny, to answer your second question. I have no memory of what I was thinking at the time!
It was an adrenaline rush being there at all, and when we finished, they said they would need to discuss outside for a minute. They left us in the office alone for about 5 minutes. I ran around their huge conference table like a giddy little kid, with Jade stood there in awe of what just happened.
Jade Tidy was our producer at the time and joined me in the pitch. Jade is now producer of Blue Toad Murder Files at Relentless
60
Posted on 6 May, 2010 at 7:12 pm by DANNY3194
@James Marsden
Thanks for the replies! I bet you were worrying for those 5 minutes, the apprentice theme song must have been going through your head
So from flash games to creating Playstation Network Games. I bet this is a dream come true for you and Co.
As previously said I wish you and Co the very best of luck
Also one last question if I may, why did you approach Sony? Just curious James
61
Posted on 6 May, 2010 at 7:31 pm by James Marsden
@DANNY319
No problem, and thanks for the support!
We approached Sony because I’ve always admired them. I tend to enjoy the games they support and develop.
Oh and I think WipEout is the pinnacle of human achievement thus far :p
62
Posted on 6 May, 2010 at 8:46 pm by DANNY3194
I’m really looking forward to your first title. With you and your teams creativity I can see it being a fantastic game. Thank you for the responses James, great to hear your experience with Sony.
63
Posted on 7 May, 2010 at 11:29 am by Suzzopher
Excellent story. Looking forward to seeing what you come up with on PSN
64
Posted on 7 May, 2010 at 3:41 pm by gbh08
Was a good & intereasting read, but im curious how many people are on your team and how on earth would it cost £4m to make a flash game?
65
Posted on 7 May, 2010 at 3:45 pm by James Marsden
@gbh08
Hiya. Coconut Dodge was created mainly by myself and one programmer. I will go into a lot more detail in my final post in the series next Wednesday
The ARG we pitched to Sony in 2007 would have required a much bigger team and would not have been made in Flash. It would have been made for the PS3 using C/C++ or Unity 3D, with an additional team dedicated to producing the Alternate Reality Game aspects in the real world.
We simply used Flash to pitch the idea
66
Posted on 7 May, 2010 at 4:05 pm by gbh08
ah i see, makes sense now! sorry. Thanks for the reply, i hope you get to work on your bigger projects in the future
67
Posted on 7 May, 2010 at 5:47 pm by DuqueVieira
Great post, James.
We are also pitching to Sony with a few games.
We’ve written out the GDDs and wanted to send them to Sony.
Do you have any pointers on what the GDD structure should be?
Should we post our ideas in another way?
Cheers.
68
Posted on 8 May, 2010 at 7:23 am by James Marsden
@DuqueVieira
Hiya, get in touch via our website, http://www.futurlab.co.uk and I’ll be happy to talk
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