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Game Development Life Cycle

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Game Development Life Cycle Michael Vaganov Game Development Life-cycle Time Concept Alone, or in a group. Start writing down your game idea. Right now!! – PowerPoint PPT presentation

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Title: Game Development Life Cycle


1
Game Development Life Cycle
  • Michael Vaganov

2
Game 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
  • Time

3
Concept
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

4
Concept
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.

5
Game Pitch
Publisher (Sponsor)
You
Game Idea
Game Pitch / Design Doc / Prototype
  • sell your game idea to someone with money
  • You initiate with the publisher.

6
Game 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

7
Approval Process
IP holders or other 3rd parties
Publisher
Game Pitch / Design Doc / Prototype
  • Publisher contacts IP holders or other 3rd parties

8
Approval 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

9
Planning
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.

10
PlanningGetting 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.
11
PlanningTechnical Design Document
  • Explains technical scope
  • Features defined
  • Foreseeable technical difficulties identified
  • Time and personnel estimated
  • Technical work environment defined

Technical Design
12
PlanningProduction 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

13
Green-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
14
Pre-Production
The Game Industry
Game Developer You publisher coworkers
  • Gather initial resources (employees, software,
    knowledge, etc.)

15
Game Development Life-cycle
Crunch Time
Alpha
Prototype Sprint
Dramatic Tension
Beta
Milestones
Gold
Post-Production
Pre-Production
Production
The last 90
  • Time

16
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
17
Milestones
Publisher
  • Publishers watch their investment
  • User testing, press, schedule changes

Game Developer
  • Developers manage personal progress
  • Code reviews, meetings about bugs features

18
Iterative 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
19
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
Iterative Development
Game Idea
20
Game 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
21
Game Development Life-cycle
Crunch Time
Alpha
Dramatic Tension
Beta
Gold
Post-Production
Pre-Production
Production
The last 90
  • Time

22
Crunch 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
23
Alpha
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!

24
Beta
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
25
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
26
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 Developer Publisher
Public
Game
Game Idea
27
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?

28
Your game!
The Game Industry
  • You and your
  • teams blood and
  • sweat and tears!
  • Right there!!

29
Appendix
  • Job Type Specifics

30
Production 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

31
Production 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.)

32
Production 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

33
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

34
Production JobsDifferences between
  • Normal worker
  • Lead
  • Manager
  • Director

Goal
Goal
35
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

36
Production 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

37
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

38
Production 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

39
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

40
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

41
Production 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

42
Production 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)

43
Production 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.

44
Production 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.

45
Post-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
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