Production and pla lanning for game development Jarek Kol About - - PowerPoint PPT Presentation

production and pla lanning for game development
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Production and pla lanning for game development Jarek Kol About - - PowerPoint PPT Presentation

Brief introduction to Production and pla lanning for game development Jarek Kol About me 1994 Tajemstv Oslho ostrova 1994 7 dn a 7 noc 1997 Akte Europa @JarekKolar 1998 Hesperian Wars 2000 Flying Heroes 2003


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SLIDE 1

Brief introduction to

Production and pla lanning for game development

Jarek Kolář

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SLIDE 2

About me

1994 – Tajemství Oslího ostrova 1994 – 7 dní a 7 nocí 1997 – Akte Europa 1998 – Hesperian Wars 2000 – Flying Heroes 2003 – Vietcong 2005 – Vietcong 2 2010 – Mafia II

@JarekKolar

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SLIDE 3

What is production?

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SLIDE 4

Production - core concept

Finishing Project

On time Within budget

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SLIDE 5

Production values

  • What
  • When
  • Who
  • How
  • Cost
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SLIDE 6

Why?

  • Motivation
  • Why I am doing it?
  • What I want to achieve?
  • Criteria of success – expected gain
  • Short term
  • Long term
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SLIDE 7

Production formula

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 8

Production formula

  • Quarterly
  • Monthly
  • Weekly
  • Daily

GOAL

PLAN

GOAL

GOAL

PLAN

GOAL

PLAN

GOAL PLAN GOAL PLAN

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SLIDE 9

Topics

  • 1. Production in practice
  • 2. Managing teams
  • 3. Phases of a game development
  • 4. Planning methods and tools
  • 5. Notes on business
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SLIDE 10
  • 1. Production in practice
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SLIDE 11

Size of your team

  • Situations
  • Alone
  • In a small team <15
  • In a large team ~10-30
  • In a very big team 30-300+
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SLIDE 12

Working alone or in mini-team

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 13

Working alone or in mini-team

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 14

Everyone is a producer in a small team <15

+

  • Communication
  • Tracking decisions

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 15

Everyone is a producer in a small team <15

+

  • Communication
  • Tracking decisions

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 16

Dedicated leadership in a large team ~10-30

+

  • Detailed plans
  • Dependencies, Synergies

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 17

Dedicated leadership in a large team ~10-30

+

  • Detailed plans
  • Dependencies, Synergies

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 18

Structure in a very big team ~30-300+

+

  • Independent sub-teams
  • Upper management layer

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 19

Structure in a very big team ~30-300+

+

  • Independent sub-teams
  • Upper management layer

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 20
  • 2. Managing teams
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SLIDE 21

Leading teams

  • Communication
  • Common goal
  • Motivation, joy
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SLIDE 22

Leading teams

  • Communication
  • Common goal
  • Motivation, joy

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 23

Management roles

  • Project leader
  • Producer
  • Project manager
  • Discipline leaders (lead programmer, lead artist, lead designer…)
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SLIDE 24

Management roles

  • Discipline leaders (lead programmer, lead artist, lead designer…)
  • Making great stuff
  • Goals
  • Direction within the discipline
  • Leading people
  • Managing quality
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SLIDE 25

Management roles

  • Project leader & Producer & Project manager
  • Managing time & money
  • Global direction, epic goals, budgets
  • External communication (business, marketing)
  • Internal communication
  • Leading teams
  • Daily micro-management
  • Administrative
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SLIDE 26

Management roles

  • Creative vs Technical vs Production
  • Quality vs Time
  • Priority vs Capacity
  • Tension - Compromises & Limitations
  • Work estimation & Time boxing
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SLIDE 27

Multiple sub-teams

  • Goal oriented
  • Multidiscipline team members
  • Responsibility and power
  • Autonomous = Operational = Effective
  • Self managed individuals
  • Processes/guidelines instead of micromanagement

Project Lead Subteam1 Lead Sub Team Subteam2 Lead Sub Team Subteam3 Lead Sub Team Producer

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SLIDE 28

3.Phases of a game development

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SLIDE 29

Phases of a game development

  • Preparation (pre-production)
  • Production
  • Finishing/Closing (post-production)
  • Release/Distribution
  • Post-release
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SLIDE 30

Preparation (pre-production)

  • Concept, Idea
  • Pitch
  • Platform, Technology and Tools
  • Design document
  • Worlds, Environments, Levels
  • Narrative design, Story, Dialogues, Characters
  • Game design – mechanics, dynamics, systems
  • Resolved unknowns
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SLIDE 31

Preparation (pre-production)

  • Outcome
  • Prototypes, proof of concepts
  • Examples, benchmarks
  • Workflow
  • Tools and pipelines
  • Guidelines and documentation
  • Planning and budgeting
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SLIDE 32

Preparation (pre-production)

  • Pre-alpha version
  • short example of the core of the game
  • Vertical slice
  • all features of the game represented in small section
  • Horizontal slice
  • complete content of the game with placeholder assets
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SLIDE 33

Production

  • Production of assets
  • Environments, Characters, Objects, VFX
  • Animations
  • Programming game features
  • Scripting
  • Sounds & Voice recording
  • Preparing and shooting of cut-scenes
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SLIDE 34

Production

  • Feature complete
  • all game features are implemented
  • Alpha version
  • game is playable from start to end with all features
  • Content complete
  • all assets are implemented
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SLIDE 35

Finishing / Closing

  • Collating parts together
  • Scripting
  • Testing, tweaking, polishing, debugging
  • Music & Additional voice recording
  • Localizations
  • Platform submission process
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SLIDE 36

Finishing / Closing

  • Beta version
  • Developers feel that the game is ready for testing
  • ZBR
  • Fixing bugs is faster than finding bugs
  • Release candidate
  • Attempt to make a master version
  • Gold Master
  • Ready for release
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SLIDE 37

Release / Distribution

  • Marketing / PR – trailers, screenshots, interviews
  • Demos – controlled, hands on, public
  • Exhibitions and Conferences
  • Community & Fanbase management
  • Distribution
  • Boxed (Publisher, Distributor)
  • Digital (Steam, Apple Store, Google Play, …)
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SLIDE 38

Post-release

  • Maintenance: Improvements, bug fixing, updates
  • New Content: Add-ons and expansions
  • Services – servers, cloud, data management
  • Community support – communication, forums, website
  • Modding support – tools, bugfixing
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SLIDE 39

Summary of development phases

  • Preparation (pre-production)
  • Pre-alpha
  • Vertical slice / Horizontal slice
  • Production
  • Alpha version
  • Feature Complete / Content Complete
  • Finishing/Closing (post-production)
  • Beta version
  • ZBR
  • Release Candidate
  • Gold Master
  • Release/Distribution
  • Post-release

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 40
  • 4. Production tools

and methods

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SLIDE 41

How to make a plan?

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 42

How to make a plan?

  • 1. Project timeline (when)
  • 2. Capacity (who)
  • 3. Backlog (what)
  • 4. Broad calculation (balancing your numbers)
  • 5. Milestones (smaller chunks of time)
  • 6. Schedule (detailed plan)
  • “Don’t be intimidated. Don’t be paralyzed. Just do it.”
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SLIDE 43

WHEN: Rough project timeline

  • Start date
  • Development phases / Big milestones
  • Preproduction
  • Production
  • Post-production
  • Release
  • End date
  • “You will be late – add a buffer (20%)”
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SLIDE 44

WHO: Capacity

  • How much work can be done?

Available team members (per discipline/sub-team)

  • Available time

=Total capacity of mandays *Efficiency (70%)

  • “Day doesn’t have 8 work hours, week doesn’t have 5 work days.”
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SLIDE 45

WHAT: Backlog

  • List of features
  • Divided into tasks
  • List of assets
  • Divided into tasks / phases
  • Format
  • Name, description, estimated time, priority, risk
  • “If you don’t know, guess. Guess is better than nothing.”
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SLIDE 46

BALANCE: Broad calculation

  • Count estimate of all tasks
  • Compare with available mandays
  • Per departments or developers
  • Don’t care about order of tasks and dependency
  • Adjust scope (backlog) or team (capacity) or time (end date)
  • Repeat (Iterate) until you fit
  • “Please note, that you will be always wrong.”
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SLIDE 47

Milestones

  • Divide development into smaller chunks
  • Big milestones
  • Pre-alpha
  • Vertical slice / Horizontal slice
  • Feature complete
  • Alpha version
  • Define epic goals for sub-teams
  • “Don’t plan beyond alpha. This is far too unpredictable.”
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SLIDE 48

Roadmap

  • Put your milestones on a timeline one after another
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SLIDE 49

Waterfall planning

  • Backlog
  • Linked tasks
  • Rigid order
  • Clear dependencies
  • Great for roadmaps
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SLIDE 50

Schedule

  • Monthly milestones
  • 1 month detailed
  • Epic goals + Tasks
  • Assignment
  • Daily/weekly plan
  • 2 months roughly defined
  • Epic goals
  • “Even if you are wrong, the plan will motivate you to move forward.”

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 51

Agile planning

  • Backlog
  • Sprint
  • Available tasks
  • Flexible order
  • Stand-ups
  • Great for monthly

milestones

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SLIDE 52

Pipeline for standardized tasks

  • Order of tasks (phases)
  • Transparent workflow and dependencies
  • Approval checkpoints (yes/no)
  • Use guidelines and benchmarks
  • Decision tracker
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SLIDE 53

How to make a plan?

  • Project timeline (when)
  • Capacity (who)
  • Backlog (what)
  • Broad calculation (balancing your numbers)
  • Milestones (smaller chunks of time)
  • Schedule (detailed plan)
  • Pipeline (required workflow)
  • Checkpoints (verify progress)

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 54

Planning software

  • Whiteboard and stick-it notes
  • MS Excel / Google Docs
  • MS Visio
  • MS Project
  • Hansoft
  • Atlassian JIRA
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SLIDE 55

Planning software (not proven by me)

  • Microsoft Visual Team Services
  • Trello (https://trello.com/)
  • Pivotal tracker (https://www.pivotaltracker.com/)
  • Asana (https://asana.com/)
  • Target Process (https://www.targetprocess.com/)
  • Teamwork (https://www.teamwork.com/)
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SLIDE 56
  • 5. Notes on business
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SLIDE 57

Funding your project

  • Self-funding
  • External investment
  • Crowdfunding
  • Work for hire
  • Publisher contract
  • Acquisition
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SLIDE 58

Business models

  • Premium
  • AAA
  • Budget
  • Indie
  • Free-to-Play
  • Pay wall
  • Pay to win
  • Advertisement
  • Additional revenue
  • Add-ons, Episodes
  • Cosmetic / Gameplay items
  • Service - servers
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SLIDE 59

Business pitfalls

  • No money (no time)
  • Losing IP
  • Losing share and control
  • No more work for hire
  • Middlemen
  • Low revenues
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SLIDE 60

Final summary!

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SLIDE 61

Production - core concept

Finishing Project

On time Within budget

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SLIDE 62

Why?

  • Motivation
  • Why I am doing it?
  • What I want to achieve?
  • Criteria of success – expected gain
  • Short term
  • Long term
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SLIDE 63

Production formula

GOAL PLAN

Who How When What

Cost Gain

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SLIDE 64

Questions?

  • Ask now or keep discussing with me @JarekKolar
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SLIDE 65
  • Consultations with you about career in games industry
  • Real topics and technologies for your Master Thesis
  • Job possibilities

www.bistudio.com