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Managing Multimedia Projects

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... that requires a large amount of time, effort, and planning to complete, Encarta ... A specific plan or design, Merriam-Webster. Focus on Activity, Plan, and ... – PowerPoint PPT presentation

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Title: Managing Multimedia Projects


1
Managing Multimedia Projects
  • Carleton School of
  • Information Technology
  • IMD-4901
  • Senior Project

2
Topics
  • Introduction to Project Management
  • Project Scheduling
  • Risk Analysis
  • Animation Process
  • Game Development Process

3
Project
  • Dictionary Definition
  • A task or scheme that requires a large amount of
    time, effort, and planning to complete, Encarta
  • A planned undertaking, Merriam-Webster
  • A specific plan or design, Merriam-Webster
  • Focus on Activity, Plan, and Objective

4
Distinguishing Characteristics
  • Non-routine tasks
  • Limited time
  • Different specialties
  • Examples?

5
Management Tasks
  • Planning deciding what is to be done
  • Organizing making arrangements
  • Staffing selecting the right people for the
    job, etc.
  • Directing giving instructions
  • Monitoring checking on progress
  • Controlling taking action to remedy hold-ups
  • Innovating coming up with new solutions
  • Representing liaising with users, etc.

6
Management Problems
  • Poor estimates and plans
  • Lack of quality standards and measures
  • Lack of guidance about making organizational
    decisions
  • Lack of techniques to make progress visible
  • Poor role definition who does what?
  • Incorrect success criteria.

7
Planning
  • Effectively schedule, allocate, use, and replace
    resources to achieve goals
  • Master schedule is the basic tool and main output
    of planning
  • Project control is based on comparing the
    progress with schedule
  • Planning and scheduling are dynamic

8
Reluctance to Planning
  • Takes too much time and cost
  • Preventive action
  • Long-term payoff is greater than short-term cost
  • Too tedious (mental activity)
  • Thinker and doer
  • Ego (shoot from the hip)
  • Not realistic

9
Effective Schedule
  • Understandable
  • Sufficiently detailed
  • Highlighting critical tasks
  • Flexible
  • Based on reliable estimates
  • Conform to available resources
  • Compatible with other related projects

10
Developing the Schedule
  • Defining objectives
  • Attainable, definitive, quantifiable, with
    specific duration
  • Breaking down the work
  • Sequencing the activities
  • Estimating costs and durations
  • Reconciling with time constraints
  • Reconciling with resource constraints
  • Reviewing

11
Work Breakdown Structure
  • WBS is a hierarchical representation of a process
    or product or both (hybrid).
  • WBS can be shown in a tree graph or as an
    indented list
  • A decimal numbering to label the elements
  • e.g. 4.1.2 is the 2nd element of the 1st element
    of the 4th

4th 1st 2nd
12
Tree Graph WBS for ATC
Air Traffic Control System
Project Management
SW Eng.
Product Assur.
Operations
Req. Eng.
Design
Coding
Test
VV
QA
Detailed
Preliminary
13
Indented List WBS for ATC
  • 0.0 Air Traffic Control (ATC) System
  • 1.0 Project Management
  • 2.0 Software Engineering
  • 2.1 Requirement Engineering
  • 2.2 Design
  • 2.3 Coding
  • 2.4 Test
  • 3.0 Operations
  • 4.0 Product Assurance
  • 4.1 Quality Assurance
  • 4.2 Verification and Validation

14
Notes on WBS
  • Rolling wave approach
  • First top levels
  • Gradual completion
  • Keep partitioning into 7?2 elements
  • Make sure about numbering scheme
  • Top-level zero or one,
  • Work package specification for lowest level
    entries (info, completion, )

15
Sequencing Scheduled Activities
  • Interrelationship among activities
  • Milestones and Gantt charts are most common
  • Gantt chart also shows the relationship between
    work load and time
  • Full-wall method gives a global view
  • Precedence networks are used for larger projects
  • Critical Path Method (CPM)
  • Program Evaluation and Review Technique

16
Milestone Chart
  • Deliverable scheduled time
  • Simplest scheduling method
  • Small projects or summary of larger ones
  • Ease and minimal cost
  • No interrelationships exhibited
  • Only completion dates
  • Not enough feedback

17
Gantt Chart
  • Gantt or Bar chart used more frequently
  • Suitable for less than 25 activities
  • Graphical display of start/end times
  • Shows overlapping activities easily
  • CPM or PERT may translate to Gantt
  • Estimation of resource and budget vs. time

18
Gantt Example - 1
19
Gantt Example - 2
20
Project Plan - 1
  • Title page with
  • Signature box
  • Change history
  • Table of contents
  • List of figures
  • List of tables

21
Project Plan - 2
  • Description (general idea)
  • Objectives (artistic and technical)
  • Deliverables (documents and non-docs)
  • Resources and team structure
  • Scheduling info (tasks, WBS, milestones, etc)
  • Risk analysis
  • Change control policy
  • Quality control policy

22
Effective Project Control
  • Detailed planning
  • Deliverables and measurable milestones
  • Communication
  • Tracking (money, time, resources, tasks)
  • Reviews
  • Signing-on
  • Reasons for poor control?

23
Milestone Analysis
  • Actual vs. estimated effort and schedule
  • Re-schedule
  • Scheduling training
  • Review tasks
  • Quality monitoring
  • Review test procedure
  • More tests
  • Risk-related monitoring

24
Risks
  • Anything worth doing has risks. The challenge is
    not to avoid them but to manage them.
  • Risk Management an attempt to minimize the
    chances of failure caused by unplanned events.
  • Risks are events or conditions that may occur,
    and whose occurrence, if it does take place, has
    a harmful or negative effect.
  • Defects are not risk. They are almost certain.
  • Risks are probabilistic events.

25
Example
  • Computer show
  • Power failure
  • UPS
  • Generator
  • Power company guaranty
  • Risk management entails additional cost.
  • If risky event does not happen, the cost is not
    wasted !
  • People tend to ignore risks.

26
Basic Concepts
  • Risk exposure (impact/factor)
  • RE P(UO) ? L(UO)
  • RE risk exposure
  • UO unsatisfactory outcome
  • P(UO) probability of UO
  • L(UO) loss due to UO
  • UO varies for customers, users, developers, and
    managers.

27
RE-based Decision Tree
  • Consider different possibilities and calculate RE
    for each.
  • Example software critical error (CE)
  • P(UO) 0.4
  • L(UO) 20 M
  • Two options
  • Hire an independent verification and validation
    (IVV ) team (500K)
  • Use development team
  • For each
  • Find CE (probability 0.36 and 0.3)
  • Do not find CE (probability 0.04 and 0.1)
  • No CE (probability 0.6)

28
Risk Management
  • Risk Assessment
  • Identification
  • Analysis
  • Prioritization
  • Risk Control
  • Planning
  • Resolution
  • Monitoring
  • Correction (usually considered part of monitoring)

29
Risk Identification
  • Use checklists, comparison, decomposition,
  • Top software risk items
  • Personnel shortfalls
  • Unrealistic schedules and budgets
  • Developing the wrong functions and properties
  • Developing the wrong user interface
  • Continuing stream of requirements changes
  • Shortfalls in externally furnished components
  • Shortfalls in externally performed tasks
  • Real-time performance shortfalls

30
Risk-Management Techniques
  • Personnel shortfalls
  • Top talents, job matching, team building,
    training
  • Unrealistic schedule and budget
  • Detailed estimation, incremental dev., reuse
  • Developing wrong functionality
  • Prototyping, analysis, user participation
  • Requirements changes
  • High change threshold, information hiding,
    incremental development
  • External jobs
  • Benchmarking, inspection, compatibility analysis

31
Risk Mitigation
  • A risk becomes a problem when risk factors
    cross a threshold, as defined in plan. Two types
    of planning!
  • Action planning
  • Prevention, Immediate response
  • e.g. training
  • Contingency planning
  • Correction, When needed
  • e.g. use of extra resources

32
Typical Multimedia Projects
  • Animation production
  • Feature film
  • Animated short
  • TV commercial
  • Game development
  • 3D vs 2D
  • Choice of platform (console, pc, web, )
  • Web design

33
Animated Images
34
Persistence of Vision
  • Peter Mark Roget (1825)
  • image, after-image, next image
  • 5 sec sampling interval
  • 20 frames per second
  • Visual mistakes
  • Wrong direction for wheel
  • Continuous motion

35
Animation?
  • From Latin verb, animare, to give life
  • Frame-by-frame, illusion of movement
  • Norman McLaren
  • Animation is not the art of drawings that move,
    but rather the art of movements that are drawn.
  • Flipbooks and moving pictures
  • As early as 70 BC

36
Pioneers
  • Charles-Emile Reynaud (1844-1918)
  • Pauvre Pierrot (1892) by Theatre Optique
  • George Melies (1861-1933)
  • Le Livre Magique (1900), visual effects
  • J. Stuart Blackton (1875-1941)
  • Humorous Phases of Funny Faces (1906)
  • Winsor McCay (1867-1934)
  • Gertie the Dinosaur (1914)

37
Disney
  • Walt Disney Productions (1923)
  • Experimental abstract animation in Europe
  • Hyper-realism
  • Move and live like real figures
  • Same physical laws
  • Exceptions (staying float!)
  • Relationships and behavioural tendencies
  • Conservative content ?

38
3D Computer Animation
  • 1950s and 1960s
  • Early computer technology
  • 1970s
  • 2D and 3D computer graphics in movies
  • 1980s
  • Luxo Jr, first 3D animation (1986)
  • 1990s
  • Babylon 5 and Toy Story, 1st TV series and movie
  • 2000s
  • Elephants Dream,1st open movie (2006)

39
Sample Project Types
  • 90-min Feature Movie
  • 15-min episode in weekly TV series
  • 10-min visual effect in live-action movie
  • 5-min short
  • 2-min online animation
  • 30-sec segment for TV show
  • 15-sec TV commercial

40
Team (TV Commercial)
  • Creative
  • Producer
  • Creative director
  • Art and animation directors
  • Copywriter
  • Production
  • Production manager, animation supervisor, tech
    directors, tech assistant, artists

41
Team (Feature Film)
  • Creative
  • Director
  • Producer
  • Art and visual effect directors
  • Scriptwriter and storyboard artist
  • Administrative
  • Executive producer
  • Production manager and assistant, directors of
    finance and post-production, accountant

42
Team (Feature Film)
  • Production
  • Visual effects group
  • Producer, supervisor, editor, etc
  • Animation group
  • Modeling and lighting group
  • Tech support group
  • Digital compositing and post-production group

43
Team Size (A Bugs Life)
  • Animation 61, Lighting 40
  • IT 33, Modeling 31
  • Crowd and effects 27, Art 26
  • Post-production 26, Editorial 22
  • Executive/supervising 23
  • Production 21, Layout - 19
  • Rendering software dev 19
  • Shading 19, story 19
  • Camera 12, rendering - 12

44
Traditional Process
  • Development
  • Pre-production
  • Production
  • Post-production

45
Development
  • Visual development
  • Characters, props, locations, style
  • Writing
  • Script
  • Series bible
  • Pilot script
  • Production script
  • Drafts and final

46
Production Plan
  • Delivery date and schedule
  • Format, length, and technique
  • Complexity analysis
  • Crew plan and roles
  • Budget and payments
  • Contingency

47
Pre-Production
  • Design and art direction
  • Visual style guide
  • Voice track
  • Casting
  • Songs and sounds
  • Storyboarding
  • Timing
  • Story (Leica) reel and animatics

48
Storyboard Functions
  • Conceptualization
  • Visual thinking
  • Key moments
  • Flow and transition
  • Detail, composition, and aesthetics
  • At least one detailed image for each scene
  • Logistics

49
Storyboard Example
50
Storyboard Example
51
Animatics
  • Animatics refers to a video representing
    storyboard images.
  • The key point is duration.
  • Camera moves from one key frame to another.
  • In digital version, the software displays images
    using a defined timing
  • Adobe After Effects

52
Leica Reels
  • From early character animation
  • Pencil tests filmed by a cheaper camera (German
    Leica)
  • Two additional elements are added
  • Sound track
  • Test footage
  • Wireframe 3D, for example

53
Digital Production - 1
  • Design
  • Modeling
  • Rigging or kinematics
  • Skinning
  • Surfaces
  • Environment

54
Digital Production - 2
  • Staging/workbook
  • Refined reel with cinematography, staging, and
    timing details
  • Animation
  • Camera movement
  • Lighting
  • Effects
  • Rendering

55
Camera
  • Types of camera
  • Orthographic
  • Perspective (projecting every point toward camera
    until intersecting the image plane
  • Pyramid (cone) of vision
  • Point of view (POV, camera)
  • Point on interest (POI, object)
  • Line of view

56
Pyramid of Vision
57
Clipping Planes
  • Perpendicular to line of sight
  • Far clipping plane
  • Yon plane
  • Most distant
  • Near clipping Plane
  • Hither plane
  • Closest

58
Camera Shots
59
Camera Lenses
60
Camera Moves
61
Lighting
  • Types
  • White light
  • Coloured light
  • Tinted light (low saturation, high brightness)
  • Sources
  • Point (omni-directional, omni) in all directions
  • Spot cone and fall-off factor
  • Infinite so far the rays seem parallel
  • Area/Linear e.g. fluorescent tube
  • Ambient even distribution through scene

62
Basic Components of Colour
  • Position and orientation
  • Colour and intensity
  • Decay and fall-off
  • Beam angle
  • Glow and cone of light
  • Global vs. local
  • Shadows

63
Basic Light Positions
64
Post-Production
  • Image retouching
  • Tonal range and filtering
  • Image compositing and blending
  • Image sequencing
  • Colour grading
  • Music and sound mixing

65
Output
  • Pixel, colour, and time resolution
  • Image format and compression
  • Aspect ratio
  • Video format
  • File
  • Signal

66
Whats a Game?
  • Creative expression
  • Art
  • Beauty?
  • Entertainment
  • Non-interactive
  • Games (or playing environments)
  • Goal (excludes toys)
  • Competition (excludes puzzles)
  • Attack?
  • Fun?

67
Some Milestone Games
  • Space invaders 1st videogame hit
  • Pac-man fine tuning existing ideas
  • Star raiders 1st 3D space combat
  • Wing Commander cut scenes
  • 7th Guest, FF, MGS video cut scenes
  • Half-life integrated cut scenes
  • SimCity/Sims
  • Doom/Quake immersive 3D engine
  • Civilization

68
Students Picks!
  • Good
  • Blades of Steel, Civilization, Deus Ex, Diablo2,
    Fable, Far Cry, Grim Fandango, Halo, K.O.T.O.R,
    Master of Orion, MGS, MYST, Penguins, Prey, Super
    Mario (64 and Kart), Tetris, Tomb Raider, Unreal
    Tournament 2004
  • Bad
  • DaVinci Code, SimTower, CSI, Heart, L.O.T.R,
    Quake, Space Invaders, MGS,

69
Game Development Team
Design Game Designer Level Designer Writer
Art Art Lead Concept, Character, Background,
Animation, Texture, Sound, etc
Producer(s) External Internal Assistants
Programming Tech Lead AI and Logic, Physics,
Effects, Sound, Tools, DB, Networking MU, etc
Test Test Lead Testers
70
Game Producers
  • External
  • From publisher
  • Internal
  • From development company
  • aka project manager or director
  • Assistant
  • Assets, daily tasks (builds, backup, etc),
    screenshots, PR, checking milestones, paperwork,
    etc

71
Design Team
  • Game designer
  • Play a lot of games!
  • Use demos and reviews, look around, chat, etc
  • Level designer
  • Very new field of work (job def.?)
  • Writer
  • Not a linear medium!
  • Not dialog-based

72
Programming Team
  • Tech lead
  • Programmers
  • AI and Logic
  • Physics
  • Tools, DB, network and multi-player
  • Graphics effects, sound effects, weapons
  • Scripting languages

73
Art Team
  • Art director
  • Artists
  • Concept
  • Character modeling
  • Background modeling
  • Animation
  • Texture
  • Sound, etc

74
Externals
  • Music
  • Voice
  • Sound effects
  • Video
  • Motion capture
  • Language localization
  • Legal, manual, etc

75
Development Lifecycle
  • Concept development
  • Pre-production (proof of concept)
  • Development (production)
  • Test (alpha and beta)
  • Release (after code freeze)
  • Maintenance
  • Upgrade

76
Concept Development
  • Summary (aka high concept)
  • Pitch (aka proposal or concept doc)
  • High concept
  • Genre
  • Gameplay
  • Features
  • Setting
  • Story
  • Target audience
  • Platform
  • Estimated budget and schedule
  • Competition
  • Team
  • Risk Analysis

77
Pre-Production
  • Project plan
  • Design documents
  • Game design
  • Technical design
  • Art bible (style guide)
  • Art production plan
  • Prototype

78
Production
  • Similar to design and implementation phases in
    software development.
  • Design doc is Requirement doc!
  • Lifecycle models
  • Waterfall
  • Modified waterfall
  • Iterative
  • Rapid iterative prototyping
  • XP, Agile, etc

79
Testing
  • Gameplay functionality
  • Unit/character functionality
  • Story progression
  • User interface
  • Sound and music
  • Compatibility
  • Gold master/final checklist

80
Test-related Versions
  • Alpha
  • Features and assets
  • Expected bugs
  • Closed Beta
  • No severe defects (crash-bug)
  • Open Beta
  • Public access for test
  • Release

81
Publishing
  • Public relations (PR)
  • Marketing
  • Sales
  • Stores
  • Distributors
  • Original Equipment Manufacturer (OEM)
  • Promotion

82
Tracking Production
  • Transparent process
  • Accessible and complete documentation
  • Meetings
  • People, subject, date/time/location, preparation,
    agenda, discussion, actions, signing, filing
  • Reports
  • Recording actual vs. estimated

83
References
  • Producing Animation
  • C. Winder and Z. Dowlatabadi
  • Focal Press, 2001
  • Art of 3D Computer Animation, 3e
  • Isaac V. Kerlow
  • John Wiley Sons, 2004
  • Game Design, 2e
  • Bob Bates
  • Thomson, 2004
  • Game Producers Handbook
  • Dan Irish
  • Thomson, 2005
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