The Producer Is Far, Far Away Juan Gril Joju - PowerPoint PPT Presentation

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The Producer Is Far, Far Away Juan Gril Joju

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'In order to execute your vision, you need to keep control, and you can't control ... Client: Comedy Central. Development Time: 3 months. Team Size: 8 (4 full-time) 6 ... – PowerPoint PPT presentation

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Title: The Producer Is Far, Far Away Juan Gril Joju


1
The Producer Is Far, Far AwayJuan GrilJoju
2
Why?
  • We work under these myths
  • Creating a game with people far away is not
    possible!
  • You cant coordinate them
  • In order to execute your vision, you need to
    keep control, and you cant control somebody who
    is far away

3
Current Market Conditions
  • This is what we hear
  • We spent 600,000 dollars in our latest game.
  • You cant compete if you dont have a large
    budget.
  • What do all this mean (in theory)
  • You need senior team members.
  • You need a nice office to accommodate them.
  • You need VCs to fund you.
  • You need Management to get the VCs out of your
    way.
  • And if you cant, go and work for somebody.
  • Great environment for innovation, right?

4
Innovation Is In The Garage
  • But the entire team doesnt fit in it!
  • Lets do a virtual garage then!

5
Case Study Brown Noise Poo Blast
Client Comedy Central Development Time 3
months Team Size 8 (4 full-time)
6
Case Study BNPB Team Members Locations
7
Jojus Typical Team Composition
8
The perfect team member
  • Technically and artistically oriented.
  • Believes in the collective creativity of a group
    over somebodys vision.
  • Hates to be constantly supervised.
  • Understands that Monday is Monday and not
    Wednesday.
  • Does the best for his/her own sake (after all,
    his/her name is in the games credits).

9
Creativity and Project Ownership
  • Anti-outsourcing imperative Doesnt matter where
    you are at well make sure there is a two way
    dialog.
  • Every team member has contributed in the design
    of a game we have made.
  • The Game Designer is the final authority.
  • But the best leaders are those who first listen
    to all the options and then make a call.

10
How We Write and Share Documentation
  • We use Google Docs for writing GDDs.
  • We share the GDD with all the dev members
    andthe publisher.
  • Everybody is notified of a change.

11
Project Management Structure of a Timeline
  • Jojus own version of SCRUM
  • New build every 2-3 weeks.
  • The games project is divided in components
    (i.e. Core Gameplay Engine, Score Panel).
  • Every component is a task. We dont break it down
    more.
  • We identify 6-10 tasks that can be solved in the
    builds dev time.
  • The implementation of the task usually is not the
    final (i.e. Score Panel 0.3 in build 0.12, Score
    Panel 0.8 in beta build).

12
Project Management Visual Timeline
  • We use Google Spreadsheets for timelines. We
    share it with all the team members and the
    publisher.

13
How We Communicate
  • 5 min phone SCRUM every day, with no more than 2
    people at a time.
  • Available on IM. But if something is not
    understood after 3 lines of IM, grab the phone.
  • Remember that people dont see your face and your
    gestures over the phone. Be slow and clear.
  • The Game Designer is the glue of the team. Its
    his most important job of the day.
  • We have a mailing list for the project which we
    use to update everybody with.

14
Asset Management
  • SVN or a version control system is a must (you
    already know about this).
  • Dont have money for a server? DynDNS is your
    best friend.
  • Save on programmers hours by structuring the
    project so levels, graphics and sound can be
    changed without recompiling.

15
Thank you Amsterdam!
  • You can download the presentation from
    herehttp//www.jojugames.com/presentations/Prod
    ucerIsFarAway.ppt
  • Questions? Email juangril_at_jojugames.com
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