Game Development Life Cycle Michael Vaganov Game Development Life-cycle Crunch Time Dramatic Tension Prototype Sprint “Green Light” Planning Beta Milestones Approval Game Pitch Concept Pre-Production Alpha Gold Post-Production Production Time “The last 90%” Concept You Game Idea (Champion) • Alone, or in a group. • Start writing down your game idea. Right now!! Use napkins, pocket notebooks, notepad.exe, anything. • Define the target audience, game play, premise, etc… Concept You Game Idea (Champion) Game Pitch (presentation, or elevator speech) Game Design Document Prototype • Expand your idea into something that sounds good, makes sense, and obviously looks doable • You are selling an adventure. Game Pitch You Game Idea Game Pitch / Design Doc / Prototype Publisher (Sponsor) • sell your game idea to someone with money • You initiate with the publisher. Game Pitch You Game Idea Game Pitch / Design Doc / Prototype Publisher Game Pitch / Design Doc / Prototype • Publisher will try to leave its mark on your idea based on standards & creative input IP holders or other rd 3 parties Approval Process Publisher Game Pitch / Design Doc / Prototype • Publisher contacts IP holders or other 3rd parties Approval Process You Game Idea Publisher Game Pitch / Design Doc / Prototype • Publisher wants your game! – after making a few changes or personal assumptions – And of course, a contract Planning Game Idea Technical expert Technical Design Game Pitch / Design Doc / Prototype • Most current game idea and defined feature set is used to make Technical Design document. Planning: Getting a Feature Set with a Scope Exercise out of Scope in Scope 1: Put features and attributes on post it notes. If you want it in the game, and you think it will take more than 5 minutes to do, put it on a post-it note 2: As a group, decide where the note goes in he diagram above (in or out of scope). Related features should be near each other. Planning: Technical Design Document • Explains technical scope • Features defined • Foreseeable technical difficulties identified • Time and personnel estimated • Technical work environment defined Technical Design Planning: Production Plan and Milestones Game Idea You (Champion) Game Pitch / Design Doc / Prototype Technical Design Publisher’s Producer (Sponsor) Technical expert Production Plan & Milestones • A Producer acts as a Project Manager – makes a Production Plan – sets Milestones Green-Light: Production Plan and Milestones • TDD used as base • Target estimated release date • Major work items, personnel required & dependencies • Milestone: Expectation for project progress (for evaluation) Production Plan & Milestones Pre-Production Game Developer You + publisher + coworkers • Gather initial resources (employees, software, knowledge, etc.) The Game Industry Game Development Life-cycle Crunch Time Alpha Prototype Sprint Dramatic Tension Beta Milestones Gold Post-Production Pre-Production Production Time “The last 90%” Prototype Sprint • Version 0.0, or “the Prototype” • Huge creative engineering effort – Rapid Application Development (RAD) – Sprint (Scrums) – Most often done by one senior programmer • Huge Project Bottleneck… Prototype Milestones Publis • Publishers watch their investment – User testing, press, schedule changes Game Developer • Developers manage personal progress – Code reviews, meetings about bugs & features Iterative Milestones • Prototype • Development Emphasis on High Concept & Stability Initial Planning – First Playable – “Engineer Builds” – Demo Builds • Alpha • Beta – Release Candidate • Gold Deployment Emphasis on Quality & Presentation Each Milestone Evolves the Game Idea • Individual Milestones are composed of many work items. • Work items (art, code, content) – Created in iterative cycles – Individual workers attempt to implement their individual understanding of The Vision – Collectively, workers collaboratively change the The Vision Game Idea Game Idea Game Idea Game Production Cycle • Sales & Marketing Creative • Production Management Art Design • “Design” Sales & ProductionProgramming Marketing Public • Art Management Customer QA • Programming Service • QA Evaluative • Customer Support Initial Planning Planning Deployment Evaluation Implementation Testing Private Game Development Life-cycle Crunch Time Alpha Dramatic Tension Beta Gold Post-Production Pre-Production Production Time “The last 90%” Crunch Time (AKA “The Death Spiral”) • Unmet project goals – Mandatory Overtime to meet deadlines – High-stress may result in “Burn-out” Amount of Work to Do • Causes – Procrastination – Short-term focus early in the project – Short-sighted production processes Amount of Time to do it Alpha 3rd parties Game Demo Software Game Content Test Groups Game Design Document Suggestions Production Plan & Milestones Art • Demo is made – Most game functionality, game content, and art present • First major push to polish the game • Last chance for feature creep! Beta • ‘Feature Freeze’ implemented • Final stabilization phase • QA grows to test all aspects of the game • “Ship it!” Unexpecte Influence Game Software Game Content Art Quality Assurance Programming Gold (final candidate) • Game is nearly bug free – bugs that exist are too rare, unknown, or not cost effective to fix. – KS = Known Shippable • Final (Gold) copy is made, and ready to be released to the public. • Schedule the Post Mortem (Project Review) Game Software Game Content Art Programming Post-Production • Game has been released • Monitor public use of the game • Patches developed for problems not caught during Beta • Updates or sequels are planned based on demand, and evolved Game Idea Game Developer & Publisher Game Sometimes it works like that anyway… What about… Leadership? Technical ability? Team funding? Office Politics? Legal/ethical issues? Poor Marketing? Creative slumps? Schedule miscalculations? Quality management? Technical complications? Market complications? Feature Creep? Competition? 3rd party issues? … Your game! You and your team’s blood and sweat and tears! Right there!! The Game Industry Appendix • Job Type Specifics Production Workflow: Production Management Art Expectation Production Plan & Milestones Unexpected Influence Production Management Programming Quality Assurance Sales & Marketing Design • Manage teams • Communicate and handle the changing Production Plan – Schedule slips, new ROI considerations, personnel changes, etc Production Jobs: Production Management (& Business Development) • Executive Producer – oversees multiple projects (the big boss) • Producer – establish policy, manage schedule, handle contracts, handle budgeting, staff support, reporting to upper management, interface dev team, interface with press, lead the team, communicate and ensure communication • Associate Producer & Assistant Producer – assist producer – Assistant Producer is more junior • Business Development – acquire IP licenses – handle legal issues (terms of service, licensing, etc.) Production Workflow: Programming Quality Assurance Game Design Doc Programming Game Idea Software (the game, infrastructure, and game making tools) Unexpected Influence • Work based on an ever-changing Game Design. • QA finds technical flaws (Late production, Alpha, Beta) – Bugs usually added to bug database Production Jobs: Programming • Technical Director – technical design, oversee implementation, set tools, hardware, and code standards • Lead Programmer – supervises programming team • Engine Programmer – program core game engine • Graphics Programmer – program graphics code • Networking Programmer – database, client/server, network protocol issues • AI Programmer – make game intelligent Production Jobs: Differences between… • • • • Normal worker Lead Manager Director Goal Goal Production Jobs: Programming (continued…) • Physics Programmer – program collision and particle systems • Tools Programmer – program tools for internal production • Audio Programmer – program sound into game • Interface Programmer – program graphical user interface • QA Programmer – program to assist QA (cheat codes, automated test tools) • Associate (junior) Programmer – assigned junior programming tasks Production Workflow: Design Quality Assurance Game Content (story, characters, levels, items, enemies, etc…) Design Game Design Doc Game Idea Unexpected Influence • Keepers of the Game Idea and GDD – Game Idea changes (hopefully few) should be documented • Develop non-code, non-art content – Story, dialog, scripts, maps, characters, items, game balance, ... • Content and design flaws found by QA Production Jobs: Design • Creative Director – direct creative vision and art style • Design Director – support design team, guide design process, document design process • Lead Designer – supervise design team, assemble documentation, high-level level design • Interface Designer – layout content, navigation, usability features • Level Designer – building the game world, story, scripting, dialogue Production Workflow: Art Quality Assurance Art Art Content (concept art, character art, models, textures, icons, sound, etc…) Design Sales & Marketing • Artists and designers often work collaboratively • QA finds technical flaws in game art • Pitch Materials Production Jobs: Art • Art Director – oversee art team, set art process • Lead Artist – supervises art team • Concept Artist – draw game environment, props, characters, storyboards, etc. • Technical Artist – interfacing art with game code, scripting game content • Modeler – create 3D models with tools like Maya, 3D Studio Max, etc. • Texture Artist – skin 3D models • Animator – animate 3D models Production Jobs: Art (Sound) • Audio Director – manage audio department, interface with audio programmer • Composer – creates musical score • Sound Designer – create sound effects, ambient sound, collects and edits sound (foley sounds) • Voiceover Artist (Voice Actor) – provide voice for characters Production Workflow: QA Software Game Content Design Art Content Programming Quality Assurance Production Art • Test the quality of products and give feedback • QA also determines the state of production significantly Production Jobs: Quality Assurance • Testing Manager – responsible for several projects, lead testers, manages testing budget, interacts with management • Lead Tester – works as tester while supervising testing team, manages data entry, determines bugs importance, and summarizes status to managers • Compatibility Tester – tests the game on multiple platforms, localization testing • Playability Tester – play early release, offer suggestions, communicate heavily • Alpha/Beta Tester – play the product before release, submit bugs, offer suggestions (game balance, altered, functionality, etc) Production Workflow: Sales & Marketing Contracts Advertising & Promotional Materials Buzz / Hype • • • • Game Demo Sales & Marketing Art Game Content Contracts for distribution Game advertising, promotional material ‘buzz’ or ‘hype’ Track sales with producers during Post-Production. Production Jobs: Sales & Marketing • Promotion – organize contests, trials, giveaways, and promotional merchandise • Sales – acquire shelf space, try to bundle with hardware • Advertising – create advertising for TV, radio, magazines, newspapers, the internet, etc. • Public Relations – organize previews, reviews, interviews, articles, stories, etc. Post-Production Jobs: Customer Support • Customer Service – help solve customer specific issues • Community Management – organize and manage newsletters, track modding groups, fan sites, and hackers • Maintenance Programmers – Build patches, port the game to different platforms
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