Miniature Exterminator

Production Process
For Alex G
Version
Version
Date
Author
Notes
1.0
20/6/2013
Nat
Document Creation
1.1
9/9/2013
Nat
Pivotal Tracker screenshot addition
Summary
The Miniature Misadventures of Alex G is a video game software product
that requires the involvement/collaboration of many aspects.
-
Programming
Art/animation
Design
Business
Marketing
Audio (Music, SFX)
HR
PR
We need a pipeline that reduces the dev time that includes the need for
iteration and polish.
Staff History
Nat
Josh
4 previous commercial titles
6 personal titles.
Portfolio: http://nat.muchtech.com/portfolio.html
First game being worked on
1 previous music album released.
Record Label: http://www.nocturne-records.org
Adam
8 personal titles.
Previous programming experience at MS.
Portfolio: http://adamkromm.site90.com/portfolio.php
Jason
-
First game being worked on.
2nd managed business with admin and IT
familiarity.
Jared
-
1 personal title (585 project).
Responsibilities
Staff positions:
PM/Producer
Adam
Lead Programmer
Jared
Musician
Designer
Nat
Animator/Artist
Business Director
PR/Comm
Audio Producer
Josh
Marketing Director
Programmer
Jason
Administration
Business Owner
Purpose
We want a:
- Professionally utilized,
- Fast,
- Efficient,
- Predictable/Risk Managed,
… process to create a quality video game software product.
We also need all development members to understand and adhere to the
process.
It should not take us 2.5 years to make this simple of a game. The sooner
we can deliver, the sooner we can move on.
Process
We are officially utilizing AGILE development process.
The pipeline is modelled under Lean UX.
Modified process to accommodate personal schedules. Ideally, AGILE
processes work best due to reliance on constant communication.
We have a mandatory meeting every TUESDAY at 6:30pm Calgary Time.
Utilizing Skype.
If can’t make it, send in weekly update notes before that day.
Pipeline
How it works:
Pipeline(2)
In our case:
Marketing
-
Designer
-
Playtest/QA
-
Receives playable build
of game.
Tests for bugs and
design issues.
Reveals any
tweaks/iterations needed
or feature breakers.
-
Feature design
UX/UI design
Feature iteration tweaks
based on playtest/visible
results
Obtain approved
data/material of game.
Use data to generate buzz
and hype about product.
Art/Animation/Audio
-
Programmer
-
-
Implement designed features.
Features must be fully functioning and playable.
Don’t confuse polish with basic function.
Bug fix.
Must have playable build for Designer/QA test in order to proceed
on tweaking and iteration.
Create data needed for
programmers.
Iterate and push quality of
current data if have time.
Data approval subject to
decision of Design.
Pipeline Advantage
From this pipeline, we are able to:
- Have a playable build at any given time.
- Due to having a playable build, we are able to test constantly and thus
receive feedback on iterations/improvements to be made.
- Make the best decision on what to prioritize and what needs to be
done. Visibility and feasibility.
- Manage task/feature priority accordingly due to a longer term outlook
we will be able to have on the status on the project.
Requirements
For this process to work and speed up development:
-
Don’t be the bottleneck - Understand that there is always someone depending on you to
complete your current task so that they can start/finish their own.
-
Accountability - Take charge of your task(s) and communicate constantly on the status of it.
Don’t wait until last minute to voice concerns/potential delays.
-
Constantly communicate – No one can read your mind, update those involved on the status
of your task(s) by emailing, showing up for meetings, etc…
-
Task Tracking – Track your tasks and break them down into basic steps to minimize
complexity and co-requirements. Remember the iterative process, feature first, polish after a
working feature is up. Your feature can’t be tested/iterated upon if you spend all your effort
polishing and implementing it on the first go at the same time.
Tools
Use the tools that we have available to everyone:
- Peak Pixel Email account.
- Peak Pixel forums.
- FTP (for data uploads).
- PivotalTracker (task tracking system for Agile dev).
- SVN (for code uploads/sync).
Email any requests so it is formally written down and stored, and upload all
data (in an organized way) to FTP.
Task Tracking
We are utilizing the story/task tracking with the cloud solution, Pivotal
Tracker.
Important Dates
Due to current inconsistent speeds, it is very hard to juggle the deliverable dates. However, here
are the very absolute important dates that we must have a working build for thus far:
3/8/13 – FPP - PASSED
1/9/13 – First Demo Release - DELAYED TO 10/9/13 – additional playtest feedback polish.
1/1/14 – IGF award build/playable Demo, PAX EAST build/demo. NO BUGS ALLOWED.
31/5/14 – PAX PRIME build/demo, Indiecade build/demo. NO BUGS ALLOWED.
Ideally:
1/5/14 – FEATURE COMPLETE (Alpha), Start of formal debug.
15/7/14 – BETA, start of submissions for English markets. Start localizations.
Debug/corrections if there are submission fails. Start ports if there aren’t.
Summary
We don’t have a lot of time. You need to push. If you think this is rough, 95% of commercial
game studios will be even worse.
In order to cover our costs, we’re going to try to push for regional platforms/languages.
We’re also entering the game for contests at IGF, IndieCade, PAX EAST/PRIME. These
contests award both cash prizes + international game development recognition + game
media coverage.
Don’t rely on someone else to deliver your material. Contact the person you need data from
directly through email and list it out thoroughly.
Upload whatever data onto the shared FTP server.