Title: Game Development Life Cycle
1Game Development Life Cycle
2Game Development Life-cycle
Crunch Time
Alpha
Prototype Sprint
Green Light
Dramatic Tension
Beta
Planning
Milestones
Gold
Approval
Post-Production
Game Pitch
Concept
Pre-Production
Production
The last 90
3Concept
Game Idea
You (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
4Concept
You (Champion)
Game Idea
Game Design Document
Game Pitch (presentation, or elevator speech)
Prototype
- Expand your idea into something that sounds good,
makes sense, and obviously looks doable - You are selling an adventure.
5Game Pitch
Publisher (Sponsor)
You
Game Idea
Game Pitch / Design Doc / Prototype
- sell your game idea to someone with money
- You initiate with the publisher.
6Game Pitch
Publisher
You
Game Idea
Game Pitch / Design Doc / Prototype
Game Pitch / Design Doc / Prototype
- Publisher will try to leave its mark on your idea
based on standards creative input
7Approval Process
IP holders or other 3rd parties
Publisher
Game Pitch / Design Doc / Prototype
- Publisher contacts IP holders or other 3rd parties
8Approval Process
Publisher
You
Game Idea
Game Pitch / Design Doc / Prototype
- Publisher wants your game!
- after making a few changes or personal
assumptions - And of course, a contract
9Planning
Game Idea
Technical Design
Technical expert
Game Pitch / Design Doc / Prototype
- Most current game idea and defined feature set is
used to make Technical Design document.
10PlanningGetting a Feature Set with a Scope
Exercise
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.
11PlanningTechnical Design Document
- Explains technical scope
- Features defined
- Foreseeable technical difficulties identified
- Time and personnel estimated
- Technical work environment defined
Technical Design
12PlanningProduction Plan and Milestones
Production Plan Milestones
Game Idea
You (Champion)
Publishers Producer (Sponsor)
Game Pitch / Design Doc / Prototype
Technical expert
Technical Design
- A Producer acts as a Project Manager
- makes a Production Plan
- sets Milestones
13Green-LightProduction 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
14Pre-Production
The Game Industry
Game Developer You publisher coworkers
- Gather initial resources (employees, software,
knowledge, etc.)
15Game Development Life-cycle
Crunch Time
Alpha
Prototype Sprint
Dramatic Tension
Beta
Milestones
Gold
Post-Production
Pre-Production
Production
The last 90
16Prototype 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
17Milestones
Publisher
- Publishers watch their investment
- User testing, press, schedule changes
Game Developer
- Developers manage personal progress
- Code reviews, meetings about bugs features
18Iterative Milestones
Emphasis on High Concept Stability
- Prototype
- Development
- First Playable
- Engineer Builds
- Demo Builds
- Alpha
- Beta
- Release Candidate
- Gold
Initial Planning
Iterative Development
Deployment
Emphasis on Quality Presentation
19Each 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
Iterative Development
Game Idea
20Game Production Cycle
- Sales Marketing
- Production Management
- Design
- Art
- Programming
- QA
- Customer Support
Creative
Art
Implementation
Planning
Initial Planning
Design
Sales Marketing
Production Management
Programming
Public
Private
Customer Service
QA
Deployment
Testing
Evaluation
Evaluative
21Game Development Life-cycle
Crunch Time
Alpha
Dramatic Tension
Beta
Gold
Post-Production
Pre-Production
Production
The last 90
22Crunch Time(AKA The Death Spiral)
- Unmet project goals
- Mandatory Overtime to meet deadlines
- High-stress may result in Burn-out
- Causes
- Procrastination
- Short-term focus early in the project
- Short-sighted production processes
Amount of Work to Do
Amount of Time to do it
23Alpha
3rd parties
Game Demo
Software
Test Groups
Game Design Document
Game Content
Art
Production Plan Milestones
Suggestions
- Demo is made
- Most game functionality, game content, and art
present - First major push to polish the game
- Last chance for feature creep!
24Beta
Unexpected Influence
- Feature Freeze implemented
- Final stabilization phase
- QA grows to test all aspects of the game
- Ship it!
Game
Software
Game Content
Art
Quality Assurance
Programming
25Gold(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
26Post-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 Developer Publisher
Public
Game
Game Idea
27Sometimes 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?
28Your game!
The Game Industry
- You and your
- teams blood and
- sweat and tears!
- Right there!!
29Appendix
30Production WorkflowProduction Management
Art
Expectation
Programming
Production Management
Production Plan Milestones
Quality Assurance
Unexpected Influence
Design
Sales Marketing
- Manage teams
- Communicate and handle the changing Production
Plan - Schedule slips, new ROI considerations, personnel
changes, etc
31Production JobsProduction 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.)
32Production Workflow Programming
Game Design Doc
Programming
Quality Assurance
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
33Production 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
34Production JobsDifferences between
- Normal worker
- Lead
- Manager
- Director
Goal
Goal
35Production 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
36Production Workflow Design
Design
Game Idea
Quality Assurance
Unexpected Influence
Game Design Doc
Game Content (story, characters, levels, items,
enemies, etc)
- 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
37Production 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
38Production Workflow Art
Art
Quality Assurance
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
39Production 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
40Production 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
41Production Workflow QA
Programming
Software
Quality Assurance
Game Content
Production
Design
Art
Art Content
- Test the quality of products and give feedback
- QA also determines the state of production
significantly
42Production JobsQuality 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)
43Production WorkflowSales Marketing
Contracts
Game Demo
Advertising Promotional Materials
Sales Marketing
Art
Game Content
Buzz / Hype
- Contracts for distribution
- Game advertising, promotional material
- buzz or hype
- Track sales with producers during Post-Production.
44Production JobsSales 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.
45Post-Production JobsCustomer 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