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Learning from Postmortems (slides adapted from Michael Mateas) UC Santa Cruz CMPS 171 – Game Design Studio II www.soe.ucsc.edu/classes/cmps171/Winter11 ejw@cs.ucsc.edu 1 February 2011
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UC SANTA CRUZ Lab Update Ongoing issues Accounts on machines PS3 dev kit web access More trash cans Request is in, I need to follow up Speakers for lab addition computers (wires?) More games (LBP 2) Not yet started Any book requests C++ Bjarne’s book Others?
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UC SANTA CRUZ Upcoming deadlines Tuesday (Feb. 1): Sprint 2 plan User stories, broken into tasks, which have been estimated and prioritized Also, updated Release 1 plan Friday (Feb. 4): team status reporting Due by midnight Report on team activities this week Be sure to use CS 171 team status reporting template See http://www.soe.ucsc.edu/classes/cmps171/Winter11/team-status-report-template.html Scrum Masters use different template from rest of team Friday (Feb. 4): updated Sprint burndown charts Ideally these are updated daily, so they’re useful for your team Thursday (Feb. 10) Web site skeleton URL, design template, minimal content Thursday (Feb. 10) Game playtesting plan More details to come Who will conduct tests and write playtest report? How will you recruit testers? Where will you conduct playtests? What specific gameplay issues do you want to focus on in first few weeks of playtesting?
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UC SANTA CRUZ Postmortems Game postmortems are a regular feature in both Game Developer Magazine and Gamasutra Focus on 5 things that went right, 5 things that went wrong Reading postmortems helps you to recognize good and bad development patterns happening on your own game Doing your own project postmortems solidifies lessons for future projects
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UC SANTA CRUZ What went wrong: testing Not leaving enough time for testing – end up focusing on stability rather than gameplay details of levels and enemies http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 Beta too late to have any real impact http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php Insufficient communication between QA and development http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php Didn’t take early advantage of automated testing http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php Testing with the wrong audience http://www.gamasutra.com/view/feature/3939/postmortem_singaporemit_gambits_.php?page=4 http://www.gamasutra.com/view/feature/3939/postmortem_singaporemit_gambits_.php?page=4
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UC SANTA CRUZ What went wrong: design Mistakes in level design Not progressing game mechanics and obstacles along with the story Not adequately melding design styles from multiple designers http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 Design decisions (like temporal variety) that multiply content needs http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=3 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=3 Balancing AI quantity (handling many units or characters) and quality (AI looking good when focus is on a single unit) http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 Lack of specified design lead to divergent efforts during balancing and tweaks http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 Lack of focus on controls http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p Lack of high-level vision http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3 http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3 Overloading player with new concepts and systems http://www.gamasutra.com/view/feature/4010/postmortem_square_enixs_the_.php?print=1 http://www.gamasutra.com/view/feature/4010/postmortem_square_enixs_the_.php?print=1
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UC SANTA CRUZ What went right: design Prototyping http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=2 http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=2 http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/news/25002/InDepth_Inside_The_Making_Of_KingsIsles_Wizard10 1.php http://www.gamasutra.com/view/news/25002/InDepth_Inside_The_Making_Of_KingsIsles_Wizard10 1.php For level-based game, focusing from the beginning on level design http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p Early establishment of physical metrics for player character/world interactions http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 Nailing the gameplay mechanic before content development http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=2 http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=2 Playtesting provides feedback on difficulty arc and gameplay and builds a fan community http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php Sticking with 2D http://www.gamasutra.com/view/feature/3903/postmortem_riverman_medias_.php?page=2 http://www.gamasutra.com/view/feature/3903/postmortem_riverman_medias_.php?page=2 Physics-based gameplay http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=2 http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=2
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UC SANTA CRUZ What went wrong: project management Grossly underestimating the amount of work http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=2 http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=2 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=4 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=4 School projects versus full development http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 Adding stuff at the last minute http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 Didn’t investigate outsourcing companies sufficiently leading to bad experience http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=4 http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=4 Positive feedback leads to feature creep http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=4 http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=4 Crunch http://www.gamasutra.com/view/feature/4041/postmortem_gaijin_games_bittrip_.php?page=3 http://www.gamasutra.com/view/feature/4041/postmortem_gaijin_games_bittrip_.php?page=3 Inadequate analysis and planning for technical risk http://www.gamasutra.com/view/feature/3804/postmortem_brothers_in_arms_.php?page=4 http://www.gamasutra.com/view/feature/3804/postmortem_brothers_in_arms_.php?page=4
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UC SANTA CRUZ What went right: project management SCRUM http://www.gamasutra.com/view/news/25799/Postmortem_Behind_Th e_Scenes_Of_Brutal_Legend.php http://www.gamasutra.com/view/news/25799/Postmortem_Behind_Th e_Scenes_Of_Brutal_Legend.php http://www.gamasutra.com/view/feature/3804/postmortem_brothers_i n_arms_.php?page=2 http://www.gamasutra.com/view/feature/3804/postmortem_brothers_i n_arms_.php?page=2 Internal art person had great art community connections, leading to good outsourcing experience http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys _darkest_of_.php http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys _darkest_of_.php Empowering creativity across the team http://www.gamasutra.com/view/news/22710/InDepth_Behind_The_Sc enes_Of_Far_Cry_2.php http://www.gamasutra.com/view/news/22710/InDepth_Behind_The_Sc enes_Of_Far_Cry_2.php
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UC SANTA CRUZ What went wrong: tools and tech Networking code started too late http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=3 http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=3 The lure of shared technology http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 Loosing iterative design time due to refactoring http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=3 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=3 Inefficient art pipeline http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=3 http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=3 Custom tech (driven by unique gameplay features) leading to inefficiencies (“transformation tech too expensive”) http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees_grimm.php?page=5 http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees_grimm.php?page=5 Physics problems http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3 http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3
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UC SANTA CRUZ What went right: tools and tech Successfully building on tools from last project http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.ph p http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.ph p Custom engine supported experimentation and fast turnaround http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkes t_of_.php?page=2 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkes t_of_.php?page=2 Using an existing, well-established engine allowed focus on design http://www.gamasutra.com/view/feature/4188/postmortem_wadjet_eyes_the_.php http://www.gamasutra.com/view/feature/4188/postmortem_wadjet_eyes_the_.php Good use of middleware http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees _grimm.php?page=3 http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees _grimm.php?page=3
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