Company Presentation Q1 2016
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1 Company Presentation Q1 2016
2 Executive summary Find out more at Portfolio Development services Product timeline Featured projects Studio Overview Quick facts Competence areas Team bio How we work Methodologies Management tools How we communicate Page 1 / Company Presentation / 2016 Invictus Games Ltd.
3 Studio overview Quick facts Discover more at Invictus Games Ltd. is one of the leading game-developers of the Central-Eastern European Region. Our international approach to development has seen us working closely with publishers such as Codemasters, UK and US-based Activision, 1C in Russia, Gamepot in Japan, Gamigo in Germany, Nival in Russia, Vanguard in The Netherlands and most recently with Namco Bandai Games. Key stats Game development started in 1992, Invictus Games Ltd. established in 2000 by Tamas Kozak (CEO) and Akos Divianszky (COO) first game release in 1997 full scale game production including design, programming, art, QA and publishing cross-platform game development for up to 8 platforms 80+ apps on ios & Android; 15 games on PC and Mac 30M+ downloads on Mobile platforms daily active users Invictus educates mobile app development and computer art at local universities Page 2 / Company Presentation / 2016 Invictus Games Ltd.
4 Studio overview Competence areas Platforms we have experience working with: Learn more at For more information visit Game engines used by Invictus: Invictus Engine Unreal Engine 4 Unity 3D suitable for various game genres both modular and platform independent successfully tested on various platforms specialized for driving games supports multiplayer and online gaming physics engine with accurate body, running gear and engine simulation ultra realistic rendering widely accepted on major platforms complete Unreal engine 4 source code access blueprint system for writing game logic compiling С++ code on the fly full DirectX 11 support particle, visual effect, material, cutscene and animation editor integrated authoring tool for creating 3D video games or other interactive content architectural visualizations real-time 3D animations. games can be built for Windows, Mac OS X, Xbox 360, PS3, Wii, ios, Android, Linux Page 3 / Company Presentation / 2016 Invictus Games Ltd.
5 Studio overview Team bio Find out more at Roles: Experience: Game-, level -, art-, UI- and sound designers 5-15 years in game development Roles: Experience: Server-, engine-, GFX-, gameplay-, tool- and UI programmers 5-15 years in game development Roles: Experience: 2D-, 3D-, and concept artists 5-20 years in game development Tasks: Experience: gameplay and monetization testing, balancing 4-8 years in game development Page 4 / Company Presentation / 2016 Invictus Games Ltd.
6 Portfolio Development and publishing services Discover more at Page 5 / Company Presentation / 2016 Invictus Games Ltd.
7 Portfolio Key products timeline Ridge Racer Slipstream (ios/android, ) Learn more at Give It Up! 1 & 2 (ios/android, ) 1nsane (PC, 2000) Monster Garage (PC, 2004) L.A. Street Racing (PC, 2007) Froggy Jump (ios/android, 2010) Street Legal (PC, 2002) Level-R (PC, 2006-) 4x4 Jam (ios/psp, 2009) Greed Corp (ios/andr./mac, 2011) Dustoff Heli Rescue (ios/andr./pc, ) 4x4 JAM HD (ios/android,2015) onescapee (Amiga, 1997) Street Legal Racing: Redline (PC, 2003) Overspeed (PC, 2007) Race Of Champions (ios/android, 2011) PAC-MAN Friends (ios, Android 2014) among many others Cross Racing Championship (PC, 2005) Truck Jam (ios/mac, 2010) Race Of Champions World (ios, 2012) Daytona Rush (ios/android, 2015) Page 6 / Company Presentation / 2016 Invictus Games Ltd.
8 4x4 Jam ios, 2009 Portfolio Featured projects Race Of Champions World ios, 2012 Featured by Apple Find out more at Race Of Champions ios/android, 2011 Featured by Apple Metacritic Metascore Froggy Jump ios/android, million+ downloads Froggy Launcher ios, ,5 million+ downloads Greed Corp ios/android/os X, 2011 Featured by Apple Page 7 / Company Presentation / 2016 Invictus Games Ltd.
9 Portfolio Featured projects Find out more at MMORG (Massively Multiplayer Online Racing Game) 2 million+ registred users 9 publishers worldwide 50 licensed cars Level-R (JP, DE) Project Torque (US) Speed Online (RU) R-evolution (TW) Superrace (CN) Fast Black (ID) Level-X (TH) PC, "Level-R isn't just a game; it's an online racing community" (mmosite.com) "a lot better than most of the racing games out there" (onrpg.com) "a really polished and fun racing MMO" (mmohut.com) Page 8 / Company Presentation / 2016 Invictus Games Ltd.
10 Portfolio Find out more at Design Development Technology by Page 9 / Company Presentation / 2016 Invictus Games Ltd. ios 2013 / Featured by Apple Android 2014 / Featured by Google
11 Portfolio Find out more at Designed and developed by Page10 / Company Presentation / 2016 Invictus Games Ltd.
12 Portfolio Find out more at Designed and developed by Featured by Apple & Google Page 11 / Company Presentation / 2016 Invictus Games Ltd.
13 Portfolio Give It Up! Visit our website at: #1 App in China Featured by Apple Page 12 / Company Presentation / 2016 Invictus Games Ltd.
14 Portfolio Daytona Rush Visit our website at: Page 13 / Company Presentation / 2016 Invictus Games Ltd. Featured by Apple
15 Portfolio Visit our website at: Give It Up! 2 No.1 app in China Featured by Apple and Google Page 12 / Company Presentation / 2016 Invictus Games Ltd. #1 App in China
16 Competitions and events Find out more at Page 14 / Company Presentation / 2016 Invictus Games Ltd.
17 How we work Methodologies When assessing our project situation for the applicability of PM methodologies, we consider one key dimension: the project environment AGILE VS if the project operates in an environment of high uncertainty, then we use agile methods, otherwise if it operates in a very predictable environment we use waterfall. Discover more at WATERFALL Page 15 / Company Presentation / 2016 Invictus Games Ltd.
18 How we work Management tools Learn more at Kanban Burn-down Planning poker Page 16 / Company Presentation / 2016 Invictus Games Ltd.
19 Project reporting Individual reporting Meetings How we work How we communicate Find out more at Topic/objectives Frequency Duration Facilitator Required attendees Optional attendees Daily Stand-Up daily 5-10m PM PM, team anybody Sprint Planning (bi)weekly 1-3h PM PM, team nobody Sprint Review (bi)weekly ½-2h PM PO, PM, team invitees Release Planning per milestone 1-5h PM PM, team nobody Design/Balance on the fly ½-2h Lead Designer Lead Designer invitees Technical Review on the fly ½-3h Sr. Programmer all programmers invitees Graphics on the fly ½-1h Lead Artist all artists invitees Type of status Audience Format Frequency Timing Task PM, team verbally daily at stand-up Ad hoc item PM via /jira issue on the fly at once Issue public JIRA issue on the fly asap Type of status Audience Format Frequency Timing PM PO Status Report per milestone target date PM PO Status Report on the fly notable change Lead Designer PM, team, guests via per milestone target date Lead Artist PM, team, guests via per milestone target date Page 17 / Company Presentation / 2016 Invictus Games Ltd.
20 Thank you for your attention! T: E: W: A: 9. Kartacs street, 4032, Debrecen, Hungary Page 18 / Company Presentation / 206 Invictus Games Ltd.
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