Chapter 7.1 Game Production and Management. 2 Concept Phase Where concepts come from Sequels Film licenses Technology re-use Occasionally, original concepts.

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Presentation transcript:

Chapter 7.1 Game Production and Management

2 Concept Phase Where concepts come from Sequels Film licenses Technology re-use Occasionally, original concepts get greenlit Producing the conceptual design Green light

3 Pre-Production Phase GDD Team selection Internal staffing plan Existing employees (same roles)‏ Promotions, transfers (new roles)‏ Hire new employees

4 External Development Selecting an external developer Previously used developers Referrals (producers, developers)‏ Non-Disclosure Agreement (NDA)‏ Bid package Treatment or GDD to date Publisher’s expectations for product Bid format and due date

5 The Development Agreement Developer’s obligations Publisher’s obligations IP ownership Warranties Termination Milestones

6 Highly detailed, specific Quantifiable, measurable Due dates Payment amounts (upon acceptance)‏ Avoid terms like “alpha” and “beta” unless clearly defined Milestone approval cycles

7 Technical Design Document GDD is a statement of the problem; TDD is a statement of the solution Foundation for the programming work Identify technical challenges Plan for technical solutions Set forth asset format guidelines

8 Scheduling Generate task lists from GDD & TDD Plan everything Programming Assets Demos Approvals Green lights Vacations, holidays QA Work backwards from completion

9 The Golden Spike May 10, 1869 – Promontory, Utah Start at both ends, work towards the middle (alpha and/or beta)‏ The back end cannot be compressed Determine target beta date to achieve desired ship date Can game achieve beta by target date?

10 Adjusting the Schedule Add people to reduce development time? Deliver assets on time Don’t make programmers wait for assets Prioritize feature set Lower priority features to be done later if possible Look for bottlenecks (feature-technology interdependencies)‏

11 Budgeting Personnel costs Salary x time x involvement % Developer/Contractor payments Equipment & software Supplies Travel & meals Shipments

12 Profit & Loss Analysis (P&L)‏ Costs Production budget Cost of goods (COGs)‏ Marketing Licensor royalties Developer royalties Revenues Projected Sales Wholesale price Ancillary sales (OEM, strategy guides)‏

13 Kickoff Green Light Producer’s plan for the project GDD TDD Schedule Budget Green light Executives IP owner (licensor)‏ Platform holder

14 Production Phase Programming now underway Kicking off tasks – art creation Art lists Art asset file naming conventions Art asset tracking Art asset approval cycles Art asset delivery formats

15 Red Flag Spotting The usual causes of red flags: Team conflicts Personnel issues Design problems Money troubles Technical glitches Change requests Schedule delays Take immediate action

16 Kicking Off Tasks - Audio Sound list Music specification Story text Voice-over script Creation of sounds Creation or licensing of music Recording of voice-overs

17 1st Playable – Proof of Concept Keeping everyone on board Licensor(s)‏ Platform holder(s)‏ Executives The Team The Cerny method Keeping the momentum going

18 Phases Within Phases Pre-production Production Early production Mid-production Alpha Late production Beta Post-production

19 The Multitasking Producer Time management Managing mid-production Expecting the unexpected Red flags in mid-production Design by committee = consensus? Late production

20 Working with Marketing Working title  final title Screen shots E3 demo Magazine demo Platform holder promo

21 Post-Production Personnel transfers Localizations ESRB rating Box & docs Strategy guide

22 Quality Assurance Test plan The QA database QA – the view from inside The QA-producer relationship

23 End of the Line Operations OEM & bundled versions Post mortem