EA_Hasbro

Finally got around to updating some of the project pages! Still a work-in-progress but some good stuff!

Jon Dean

Hasbro

A lot of my work at EA Salt Lake was related to EA’s strategic relationship with Hasbro. Our job was to help them take classic brands, many of which felt old and dated, and help bring them up to date. Together with Jeff Peters, we undertook an exercise to take all of the 120 brands and came up with possible digital opportunities for them all. Obviously some were bigger bets than others, but of course, there was no way EA was about to invest in such an undertaking. We had some excellent ideas, a few of which are outlined below.

Many of the games that were published, and which demonstrate remarkable IP innovation, can be found on this section on my website; Monopoly Hotels and Risk Factions are two personal favorites.

It was hard getting games greenlit at EA, even when Hasbro seemed to love them. Don’t get me wrong, I get that an EA-size company has more opportunities than it can reasonably go after and I didn’t expect them to agree to every idea that I got excited about, but I was told to keep finding new opportunities so I did! The Hasbro exec team at Redwood Shores would get excited about a new idea we pitched, and I would get a team at the Salt Lake studio fully engaged developing it. Of course the deadlines were short and the budget too small, but we found the motivation. 4 - 6 weeks later, the project would be cancelled, a new idea chosen and so we would restart this cycle. Not only was this a huge waste of money but it only took a couple of these for the teams at EASL to lose faith in the company. So instead of remaining on these demotivating start/stop cycles, I snapped us out of victim mode: if this is the way the decision making process works, let’s embrace it. I set about having the studio become best in class at rapid prototyping, making small teams each charged with picking an IP and then building a proof of concept in a 2 week period. The best ones would get worked on further and ultimately pitched to the company for further work. Rather than wait for a project to get cancelled, we set about expecting that and trying to get one through. It was an enormously creative time and motivating for teams to feel in control once again. A few of the ideas from the prototypes are below.

I want to stress that none of this work was ever approved for publishing by either EA or Hasbro, but are included as examples of the creative process in action - a “behind the scenes” at a game dev studio if you will.

One of our best ideas was mixing the IP together to make a concept we called ‘Toy Factory’ which was not greenlit for development. You can think of it like Kingdom Hearts but instead of Disney IP, it had Hasbro brands and IP.

Monopoly Hotels

(iOS, Android) (EA/Hasbro)

NERF N-Strike: Elite

(Wii) (EA/Hasbro)

Against significant odds, EASL turned around NERF:N-Strike and made a pile of cash for EA and Hasbro. You’re welcome. We had grand ideas for what we could do with this franchise - some really brilliant ideas that Hasbro loved and which would have allowed EASL to have a product line of its own - but the Hasbro biz unit at EA HQ, struggling from some bad decisions elsewhere, wanted to cash in quickly on the opportunity and asked us to turn around a product variant for the following Christmas selling period: something that Toys-R-Us and Wal*Mart could get behind. We obliged. N-Strike: Elite saw us add characters (NERF brand doesn’t have any), an enemy (NERF brand doesn’t have any) and a story (again… brand doesn’t have one). The entire team came together to knock this out of the park, especially Dustin Hansen and Joe Bourrie on design. I am so proud of this team and this game.

Once again it would be on the Wii (a weak platform for EA) and we needed to pack out a NERF blaster with the game like we did the year prior. So we talked to 3rd party company PDP and came up with ‘the Red Reveal’ - essentially the same blaster as the previous year but now it included a red filter that the user could pop-up: when you looked at the game screen through the Red Reveal, you could see things not otherwise visible on the game screen. Genius!



Littlest Pet Shop Friends

(NDS, PC, Wii) (EA/Hasbro)

A brand for 8-year old girls. How do you persuade a studio of hairy young (predominantly) male developers that they want to be working on games with cute and glitter as key elements? Answer? Invite their daughters in to playtest! This line was hugely successful for EA. I was only directly involved as EP on the 3rd iteration; the prior two I had helped coordinate the non-Nintendo ports. The wonderful Matt Copeland produced all three NDS games. Great franchise, great execution, great team.

Monopoly Streets

(PS3,X360,Wii,NDS) (EA/Hasbro)

One of several re-imaginings of Hasbro’s most iconic brand, this was our multi-player console version. The Monopoly brand team at Hasbro worked with us to develop this new stylized look and they liked it to much, it became the brand expression fr subsequent videogames based on the brand.

Jeff Peters was EP and Ken Keys Art Director.

Risk Factions

(Xbox Live Arcade, Steam, PSN, Facebook) (EA/Hasbro)

NERF N-Strike

(Wii) (EA/Hasbro)

Original game based on Hasbro's NERF N-Strike series of toy blasters.  First shoot-em-up designed for a pre-teen audience. Game included a real NERF blaster that doubled as a holder for the Wiimote. 

At the time I became involved, the game was around 6 months from its target finish date; it had already been in development for around a year and there was no way it was going to get completed in time for it’s Christmas/holiday period release; it was an overly ambitious FPS that had you shooting inside a shopping mall and a school, of all places. Apparently Hasbro and EA exec loved the concept, thinking they needed “Call of Duty for 8-year old boys”, but to this day I think that would have been a disaster for the brand, EA and Hasbro. What was good, was the concept for a NERF blaster packed out in the game, which doubled as a holder for the Wiimote - Paul Teall’s idea - and it was brilliant combination of the brand. And, EA had millions of dollars tied up in plastic in a huge order at Hasbro, so this was a game that simply had to ship!

So much to the unhappiness of the game team and Hasbro I scrapped the original project and started something less ambitious - a literal shooting gallery in a NERF world. The team worked long and hard to realize this project against the odds, but they did it. It became one of the big holiday hits of 2008 for EA - it was the #1 Wii title from an internal EA studio for all of CY08.