2017 Applying Systems Engineering Thinking onto Game Development 2017 Why are we here today? Why are we here today? • Developing our careers • Learning the best ways to build things • Learn what to do in order to enter the contest (the PDF forms) 2017 Introductory Material Systems Engineering Best Practices An interdisciplinary approach and means to enable the realization of successful systems (INCOSE handbook) 5 Introduction to Agile (Scrum) Role of SE in Agile Projects 6 April 9-10, 2016 Pre-Production Monthly: Update the plan (and the form) adjust the prioritized work to be done Main Production Game System Project Phases Game System Development Lifecycle Pre-Production Pitch First Prototype Concept PreProduction Design Main Production Implementation “Game elements and programming” Game Development Post-Production Alpha Test Beta Test Game Testing Deployment Master Mapping to Systems Engineering Best Practices Model Successive Refinement Project Development System Design System Design Unit Integration & Testing System Development System Testing System Testing Project Deployment 10 2017 Competition Requirements Introduction to GameSIG Develop a playable level of a game that’s potentially marketable Fill out the Game Overview form Make a YouTube video pitch for your game. Be convincing – this is your sales pitch! Top 10 games do a live presentation at the event This could be you…. Our first winner, Axle (Chapman University), went on to get their project funded on Kickstarter and publish on both Android and iOS. 13 Typical Timeline Workshop ‘16 Training Feb 2017 Mar 2017 Apr 2017 May 2017 June 2017 Prototype Game Basic Playable Iterative YouTube Coffee Game Refinement Demo Concept and Begin Asset Submission Pizza Initial Design Production Design Review Asset Integration Document Playtesting Demonstrable Updated Design Updated Plan Game in Development Documents Asset Integration Final Form Plan Prioritization Updated Implement Development Plan Contingency Contingency Plans Planning Judging Criteria 1. Market potential of the game a. Does the game have the potential to be turned into a viable, marketable game? b. Does the demonstrated level clearly illustrate the game's potential? c. Does the audiovisual content sufficiently demonstrate the game's appeal? Judging Criteria 2. Original Work a. Is the work presented by the team original work of theirs in the following categories? □ □ □ Assets Code Concept b. Did the team clearly disclose the use of assets created by or owned by others? c. The team must be mostly students Judging Criteria 3. Playable Demo/Pitch a. Did one of the team members actually play the game during the presentation? b. Was the team's presenter knowledgeable about the game's features? c. Was the "pitch" compelling and convincing? d. Did the demonstration include at least one playable level of the game? Judging Criteria 4. Best Engineered Game To be eligible for the Best Engineered Game Award, teams must submit AT LEAST THREE versions of the Game Overview form – early in development, during development and upon final submission □ More is better 2017 Workshop Team Establishment The first step is to establish a team consisting skills, passion, and team spirit to go for the challenge. 20 Team Establishment • Members of a team can come from more than one school, but note that you'll still need to select one "main" school – the one where your faculty advisor is based. • One person can be on more than one team. Function Name School Contact Team Captain Project Manager Art Designer IT Manager Programmer 1 Programmer 2 Tester Advisor Consultant 21 Idea Establishment Understand the competition theme/objectives and rules clearly Predict what impact will success have -- How will it be measured? (What is success?) Define team’s goal (Objective) (e.g., What attractions does the team intend to offer?) Determine the game system’s differentiators; capture the Core Components of the system (Winning Strategy) Identify research required to design and build the system Identify sources of the references (e.g., the applicable books, articles, and/or on-line resources) Identify runtime environment (e.g., tools, lab, materials, etc.) Draft early art work and create the promotion video Note: Core Components are the primary functional areas of the target game system. Focus Points are detailed functional breakdowns of a Core Component 22 Idea Establishment Elevator Pitch for your Game system short, clear description of the game: genre, theme and primary goal e.g., “A side-scrolling shooter game where the enemies are vegetables and you are a squirt bottle of ketchup." One-Paragraph Summary of Gameplay and Objectives What role does the player take on? What does the player do in the game? Are there levels? A "boss" to beat at the end of a level? How does the player win? Keep this short and focused – a single paragraph. The summary of elements that you'd want to put on a Web site or on a physical box. Show at a glance what makes the game interesting, fun and unique. Core Component Description On video CC #1 Description 1 Yes CC #2 Description 2 Final CC #3 Description 3 Yes CC #4 Description 4 Final Note: An elevator pitch is a short summary used to quickly and simply define a product or service and its value proposition 23 System Design (1) Define the system scope and associated system boundary Identify the project risks, payoffs, constraints ,and assumptions What are the system requirements (Core Components and Focus Points) ? Do the requirements cover both functional and operational areas? Are the requirements reflecting the winning strategy defined previously? Estimate the cost and budget of the team (Program Management : how can the team stick to the budget?) Lay down a project schedule for building the needed team skills and developing, integrating, and testing the system. How will progress be measured? What are the major check points (milestones) to assess the progress? What tools, lab, materials, etc. are required for the entire competition (divided by phase)? 24 System Design (2) Can the requirements be broken into groups of functions? What is the plan for how these groups of functions can be tested? If the system is going to be built on an existing system/products, what are the system/products currently designed to do? What are the limits of existing practice? What new capability can the team add? How does the new capability help the team to win? What solution options may be appropriate? What option is better/best? (analysis of alternatives, decision analysis & rationale) Can the defined requirements be traced back to the completion rules and policy (traceability)? Any redundant or unnecessary requirements? 25 Project Definition Example 1. Core Components 2. Focus Points 3. Task List 26 1. Core Components Define the most important components of your software • No more than ten • High-level Be sure to cover all aspects • • • • Client Server Gameplay Engine 27 2. Focus Points For each Core Component, define a set of specific functions that it must perform • No more than ten • Give each a short name • Then describe exactly how it fits in to the big picture Try to cover all possible functions • You’ll know you’ve succeeded when you’re writing a task list and everything has a Focus Point 28 3. Task List List every task that you think is required • Break down into small pieces, ideally at most a few days in length Tie back each task to a Focus Point • If there isn’t one that fits, then add it • If there’s a missing Core Component, add that, too • Repeat the process until you have a complete list Plot out each Focus Point on a calendar • No need to get too specific; this will change 29 System Design (sample) • Project Metric helps the team manage their system features, responsibility, and projected schedule. • Feature breakdowns provide a system-wide status Nov Core Component Game Engine Story Engine Multiplayer Focus Point Team Member World Editor RC Upgrade UV Map Handler AK Text Renderer MD Story Editor EH Behavior Models KL Ten Story Lines CU Game Globals OD Comm Protocols JS Client-Server APIs KC Dec Schedule Jan Feb Mar April May Show approximate dates below 30 System Development (1) How to pick the best/most workable ideas? Define User Interface (UI) and User Experience (UX) flows. Define information that impacts these flows? What information (Data) are stored by this system? What are the outputs of this system? What are the inputs? Any outputs are fed back into the system? What programming language and logic are used? How will progress be measured? How to verify and validate design? What trade studies are needed to establish the design? 31 User Interface Flow “Back” Button Main Menu Monster Whack Button Monster Whack Game Game Over Test Plan (high-level approach) Ask yourself: • What are the most important parts of the user experience? – Then document how you’ll make sure they work • What are the most likely failure modes? – Then document how you’ll trigger and debug them • How can we test the game all the way through? – Write a “how to play a level” outline – Add shortcuts or cheats to the code, if needed • Will anything be confusing to new users? Form Details Game Description Target Platform Target Game User (Audience) One-paragraph summary of gameplay and Objectives Key Features Game Art Software Libraries and Packages Third party and ready made assets Conclusion By integrating the INCOSE System Engineering Guidance with the IEEE Game Special Interest Group’s application, we reveal the potential of creating real values for the participating teams in the following areas: • • • • • • • Team: Better team organization and coordination Idea: Effective requirement identification and selection Design: Efficient Core Features determination and design Development: Organized, clear, and traceable implementation Testing: Focused and sensible evaluations Deliver a well-thought-out game Continue improvements to the team’s skills and capabilities 35 2017 Exercise Exercise We will fill out a plan for the Monster Whack Game - each table is a team 37 10 Min – Define Team Roles Define the team member roles at your table Who is the Scrum Master (facilitator of the team, could be the Team Captain) Who is the Product Owner (sets priorities, technical lead or Project Manager) Who are the Team Members (include User Experience and other roles you think are important) Definition of Done – Everyone at the table has a defined role on the team and it is written on the form. 38 Team Establishment • Members of a team can come from more than one school, but note that you'll still need to select one "main" school – the one where your faculty advisor is based. • One person can be on more than one team. Function Name School Contact Team Captain Project Manager Art Designer IT Manager Programmer 1 Programmer 2 Tester Advisor Consultant 39 Report Out One or two tables report their team roles. Any questions? 40 10 Min – Game Description Define a game description for Monster Whack Use sticky notes for individual ideas and then talk them over as a team Definition of Done – A written description on your form that is on the table 41 Report Out One or two tables report their game descriptions. Any questions? 42 10 min – Define Target Platform Team members brainstorm what platform should be used to create the Whack Mole Game Write the target platforms considered onto sticky notes If trade studies will be done to select the target platform include that on the stickies Definition of Done – Target platforms and trade studies on sticky notes in priority order 43 Report Out One or two tables report their target platform. Any questions? 44 10 min – Define Target Game User Write the Target Game User onto sticky notes and order them by most common to least common Definition of Done – at least one sticky note with a Game User Name is complete that the team agrees is their target user. 45 Report Out One or two tables report their target game user. Any questions? 46 10 min – Define Game Objectives Team members write a list of the game objectives Definition of Done – Objectives written on the form 47 Report Out One or two tables report their game objectives. Any questions? 48 10 min – Define Key Features Make a list of the Game’s Key Features on sticky notes Discuss and select the most important 5 features Definition of Done – The top 5 List of Features is added to the form, others can be included after those. 49 Report Out One or two tables report their key features. Any questions? 50 10 min – Define Game Art Sketch a user interface and concepts of the Art to be used Definition of Done – On 8 ½ by 11 white paper • Show a user interface layout • Or list the user set of steps to play the game • Include a description of the art planned to be used, for example picture of a mole, a cloud, a hammer, etc.; is it 3D, 2D, cartoonish, realistic, etc. 51 User Interface Flow “Back” Button Main Menu Monster Whack Button Monster Whack Game Game Over Example Characters: 53 Example “World”: 54 Report Out One or two tables report their game art. Any questions? 55 10 min – Brainstorm Software Libraries and Packages Third party and ready made assets Definition of Done – Sticky notes of potential libraries, packages, third party assets, ready made assets to use or consider using in the game 56 Report Out One or two tables report their software libraries, software packages, ready made assets, and/or third party software. Any questions? 57 Retrospective - Game Everyone write on their sticky notes: • Of all the game plans what looked like a interesting approach, caught your attention, seemed cool? • Of all the game plans what idea or ideas seemed unlikely or hard to do, perhaps not cool? Ask for a few to share their stickys with the room Collect these stickys 58 Retrospective - Planning Everyone write on their sticky notes: • What worked well planning as a team • What could be improved with the planning as a team (didn’t work well) Ask for some to share their stickys to the room Collect these stickys 59 Retrospective - Workshop Everyone write on their sticky notes: • What worked well with this workshop • What could be improved with this workshop (didn’t work well) Collect these stickys 60 Conclusion Assemble your team for a Video Game development Start with a planning session similar to this where the initial concepts are talked through and written down in the form as seen on the next chart. 61 62 Best Engineered Game - New Form Content 63 Best Engineered Game A new award in addition to the Game Award. Need at least three or more forms to show how your game developed and changed over the months between now and the final submission 64 Next Steps • Contact [email protected] for a list of available Systems Engineering coaches and mentors • Recommend planning and updates occur monthly • Recommend agile practices be used to prioritize the list of tasks to get to a demonstrate-able feature of the game at least monthly References • • • • • • • • • • • • http://www.danpontefract.com/wp-content/uploads/2014/04/goodbye_team.jpg https://www.nintex.com/blog/wp-content/uploads/2015/11/SMC-Managing-Teams.jpeg http://myfootpath.com/wp-content/uploads/2012/06/communications_degrees-480x280.jpg http://www.guidanceshare.com/wiki/Application_Architecture_Guide_-_Chapter_9__Layers_and_Tiers http://www.projectmanagementdocs.com/images/work-breakdown-structure-tree-view.gif http://www.erights.org/talks/categories/categories.html http://i.stack.imgur.com/2hdRj.png https://cloudant.com/wp-content/uploads/cloudantBlog_foundbiteUML_d1.png Honour, Eric. C. 2004. Understanding the Value of Systems Engineering. INCOSE International Symposium. http://www.incose.org/secoe/0103/ValueSE-INCOSE04.pdf INCOSE. 2011. INCOSE Systems Engineering Handbook. International Council on Systems Engineering, v3.2.2. http://www.incose.org/ProductsPubs/products/sehandbook.aspx ISO/IEC. 2008. 15288 Systems and software engineering — System life cycle processes. ISO (International Organization for Standardization) and IEC (International Electrotechnical Commission). http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnumber=43564 Leffingwell, Dean. 2011. Agile Software Requirements, Lean Requirements Practices for Teams, Programs, and the Enterprise. Pearson Education, Inc., Boston, MA. http://deanleffingwell.com/book-agile-software-requirements/ 66 Thanks To Members of the WG and The Aerospace Corporation Booz Allen Hamilton Chapman University Creativita Institute Dassault Systemes Gems Learning International Council on Systems Engineering – Los Angeles Chapter Northrop Grumman Corporation Quicksilver Software, Inc. SE Consulting University of California Los Angeles University of Southern California 67
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