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CDMM02 Week 1

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Title: CDMM02 Week 1


1
CDMM02Week 1
  • Game Unified Process (GUP)

2
Lifecycle approaches
  • Waterfall
  • WinWin

3
Waterfall Development Basics
  • The waterfall development process is the one
    commonly used in game development. It has
    distinct phases that need to be completed in a
    certain order. Once a phase has been complete
    there is no turning back and it is on to the next
    phase.
  • Waterfall processes occur at various levels of
    complexity. The following are the larger
    categories found in game development, described
    in a common sequence of execution.

4
Waterfall
5
Win Win Spiral model
  • The original spiral model Boehm, 1988 uses a
    cyclic approach to develop increasingly more
    detailed versions of a software system
    culminating in incremental releases of the
    systems operational capability.
  • Each cycle involves four main activities
  • Elaborate the system or subsystems product and
    process objectives, constraints, and
    alternatives.
  • Evaluate the alternatives with respect to the
    objectives and constraints. Identify and resolve
    major sources of product and process risk.
  • Elaborate the definition of the product and
    process.
  • Plan the next cycle, and update the life-cycle
    plan, including partition of the system into
    subsystems to be addressed in parallel cycles.
    This can include a plan to terminate the project
    if it is too risky or infeasible. Secure the
    managements commitment to proceed as planned.
  • (Boehm, Egyed, Kwan and Machy, 1997)

6
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7
GUP Waterfall method
8
Conception
  • The business analysts, product managers, and
    senior development personnel get together and
    discuss what the game should be. Among other
    issues, they may discuss the following
  • Audience
  • Platform
  • Development time frame
  • Some of the features of the game
  • Some of the high-level technical and artistic
    challenges
  • The group may (or may not) produce a document
    describing all of the expectations for the game
    and some of the detail about how a group might
    approach development. In some cases a series of
    discussions results in a go or no-go decision

9
Game specification
  • If the team gets the go ahead to proceed, a
    document is crafted by the product manager and/or
    producer that describes what the user experience
    will be in the game. This involves play
    characteristics, platform decisions, and
    potential artistic mockups of the game. It is a
    description of the game from the end user's
    perspective. This document is circulated to
    high-level art directors, game designers, and
    architects.

10
  • Art bible/story bible
  • I have compressed the art and story bible into
    one phase. They are different but they are
    executed at about the same time in the process
    and are linked because the producers and artists
    need to work together to create these documents.
  • The art bible contains what the name implies. It
    defines the overriding art style that will be
    used, the tools to develop this art, and mock-ups
    to validate that approach. The story bible
    describes how the game will flow. It discusses
    the overriding objective of the game and how that
    objective will be expressed in various scenarios.

11
Technical specifications
  • In this document the engineers detail the
    architecture of the game. It could be expressed
    in unified modeling language (UML) or with system
    diagrams. If development is to be object
    oriented, high-level objects and their
    interactions are defined. Core fundamental tools
    are defined and a platform for the game is
    recommended. The interactions between art assets
    and programming code are defined. Security and
    access methods might be part of the game
    technical specification.

12
Construction
  • The decision is made to go ahead architecture
    and concept documents are completed the
    platforms have been established the full team is
    hired and the development environment is up and
    running. Then people begin to construct the game.
    The producers, managers, and project leads form
    the organizational glue within their respective
    disciplines and across organizational lines. The
    artists and developers begin to develop the game
    using all of the documents that have been
    previously developed.
  • QA system test

13
QA system test
  • Upon completion, pieces of the game go to the
    quality assurance (QA) organization, which takes
    all of the previously mentioned documents and
    tests the game against these documents. Any
    problems that are found are logged and reported
    back to the development teams. The development
    team responds by fixing the problems, redesigning
    certain key modules, or adding additional
    functionality.

14
Play testing
  • Once the QA organization has an opportunity to
    give feedback to the development teams and the
    game is up in some working order, play testing
    begins. In this exercise, producers organize
    group sessions to demonstrate the play
    characteristics of the game. These sessions are
    usually attended by product and marketing
    managers as well as members of the development
    staff. The goal is to validate or critique the
    play characteristics of the game at that point in
    time. These sessions may occur a number of times
    during the testing cycle. Each play test session
    involves feedback that must be addressed by
    developers. The feedback can require cosmetic or
    fundamental changes to the game.

15
Alpha testing
  • When producers, product managers, and developers
    agree that the game is ready for a wider
    audience, the producer will release the product
    to a select group of evaluators that provide
    feedback on the game.
  • This feedback can result in required changes to
    the game. Some of these changes could be
    substantial. The assumption is that the changes
    will not be drastic in nature.

16
  • Beta testing
  • In this phase the game is released to a much
    wider audience with little knowledge of the game.
    People play the game and provide feedback on
    problems that occur, features they like or
    dislike, and the overall game experience. For
    console games it is difficult to get a
    comprehensive beta test because the game is
    usually kept inside the company that is making
    it. On the Web the first release of a game is
    frequently considered the beta test. Sometimes
    this is called release 1.0 and is quickly
    followed by a subsequent more robust release.

17
  • Golden master or final release
  • With all the feedback received and changes made,
    the game is released to the general public.

18
Defects in the GWPSo what is wrong with the
waterfall process?
  • It has been used for years. It results in
    feedback along the way and everyone can be made
    aware of when each phase is complete. This way
    the development group and all people involved in
    the process are aware of the progress against the
    target date.
  • If you look closely at this linear process you
    see that each phase exposes the game to different
    classes of observers. The test team does not see
    the product until after the developers determine
    it is time for them to see it. In some cases the
    product managers will not see the game until the
    developers schedule a play test. If play tests
    are not scheduled early in the cycle, product
    managers may not see the game until late in the
    cycle. Alpha evaluators may not see the game
    until very late in the cycle.

19
  • The reality is that as each of these groups sees
    the game they may request drastic changes.
  • This has a cascading effect, introducing problems
    into the game and sending the game back into
    phases that were expected to be complete, and
    possibly forcing the development team into
    emergency mode very late in the development
    cycle.
  • The actual process may become very chaotic
    because the sequence of the waterfall development
    process has been broken. Development activity
    that should have occurred early in the cycle is
    actually occurring late in the cycle.
  • Also, many unplanned mini-cycles may be occurring
    at the same time. These issues are common themes
    in game development post mortems.
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