1 computer game development cis 487/587 bruce r. maxim um-dearborn

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1 Computer Game Development CIS 487/587 Bruce R. Maxim UM-Dearborn

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Page 1: 1 Computer Game Development CIS 487/587 Bruce R. Maxim UM-Dearborn

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Computer Game Development

CIS 487/587

Bruce R. Maxim

UM-Dearborn

Page 2: 1 Computer Game Development CIS 487/587 Bruce R. Maxim UM-Dearborn

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Adapted from John Laird’s EECS 494 notes

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Development Stages

• Develop original concept

• Shop to publishers

• Create schedule (12-24 months)

• Deliver work as milestones (work products or completed activity)

• React to customer evaluation

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Game Development is Unique

• Must be willing to rip out features that don’t work

• Designers may create things customer never heard of before

• May require more research and experimentation than other software development

• Often more ideas than time to implement

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Development Team Size

• In the 1980’s might be single developer

• Most teams today have 10-60 people

• Programming in now a smaller part of the complete project than before (need good software engineering and media design work)

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Example 1988

• 3 programmers

• 1 part-time artist

• 1 tester

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Example 1995

• 6 programmers

• 1 artist

• 2 level designers

• 1 sound designer

• Contract musicians

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Example 2002• 2 producers

• 4 programmers

• 2 game designers

• 1 2D and texture artist

• 3 level designers

• 1 audio designer

• 4 animators

• QA lead and testers

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Development Milestones: Development Timeline

• Here are some example development periods for different platforms: – 4-6 months for a high-end mobile game – 18-24 months for an original console game– 10-14 months for a license / port– 16-36 months for an original PC Game

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The next series of slidescome from the

Rabin text

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Concept Phase

• Where concepts come from– Sequels– Film licenses– Technology re-use– Occasionally, original concepts get greenlit

• Producing the conceptual design

• Green light

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Pre-Production Phase

• GDD

• Team selection

• Internal staffing plan– Existing employees (same roles)– Promotions, transfers (new roles)– Hire new employees

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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

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The Development Agreement

• Developer’s obligations

• Publisher’s obligations

• IP ownership

• Warranties

• Termination

• Milestones

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Milestones

• Highly detailed, specific

• Quantifiable, measurable

• Due dates

• Payment amounts (upon acceptance)

• Avoid terms like “alpha” and “beta” unless clearly defined

• Milestone approval cycles

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The TechnicalDesign Document

• Game Design Document is a statement of the problem

• Technical Design Document is a statement of the solution

• Foundation for the programming work• Identify technical challenges• Plan for technical solutions• Set forth asset format guidelines

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Scheduling

• Generate task lists from GDD & TDD• Plan everything

– Programming– Assets– Demos– Approvals– Green lights– Vacations, holidays– QA

• Work backwards from completion

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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)

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Budgeting

• Personnel costs– Salary x time x involvement %

• Developer/Contractor payments

• Equipment & software

• Supplies

• Travel & meals

• Shipments

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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)

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Kickoff Green Light

• Producer’s plan for the project– GDD– TDD– Schedule– Budget

• Green light– Executives– IP owner (licensor)– Platform holder

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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

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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

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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

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First Playable – Proof of Concept

• Keeping everyone on board– Licensor(s)– Platform holder(s)– Executives– The Team

• The Cerny method

• Keeping the momentum going

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Working with Marketing

• Working title final title

• Screen shots

• E3 demo

• Magazine demo

• Platform holder promo

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Post-Production

• Personnel transfers

• Localizations

• ESRB rating

• Box & docs

• Strategy guide

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Quality Assurance

• Test plan

• The QA database

• QA – the view from inside

• The QA-producer relationship

• Post mortem