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Bring Best Practice to Mobile Game Development
WANG XuProducer @ Ubisoft ShangHai
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Title
•Click to edit Master text styles• Second level
• Third level• Fourth level
• Fifth level
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Multi-Platforms Development
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Mobile Development – Will Not Discussed
• India Game Development• Game directly ported from its Web/SNS version• Re-skinned, straight copying games• Pirate games
• Practice of bringing social elements to mobile game
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Let’s try to tell Some Difference
• Tools and Pipeline• Production Value• Design and Production Focus• Design Iteration • Management and Communication Overhead
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Difference – Tools and Pipeline
• Relatively speaking, mobile games enjoy better tools• Console game spare no effort on pushing pipeline to their limits
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Difference – Tools and Pipeline
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Difference – Production Value
Story Atmosphere Characters Unique Flavor Epic Moments Rewards Buzz Polish
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Difference – Design and Production Focus
• Mobile• Creativity games(idea) still dominate the dashboards.• Game balance works as barrier of new comers thus is the
priority • Flexible and agile design/production process
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Difference – Design and Production Focus
• Console/PC/Handheld games• Systematic the game design, game loop, game mechanism
game flow…• Try to find the recipe of creativity and innovation. • Give enough focus to 3C, sign and feedback.• Heavy design/production validation process.
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Difference – Design Iteration
• We received professional playtest report.• It’s easier to hand over a iPhone to somebody to get his opinion.
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Difference – Design Iteration
•Be rational to the feedbacks
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Difference – Communication Overhead
• Agile but Scrum?
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Bring Best Practice to Mobile Game Dev
• Tools and Pipelines• Design Methodology• Motivation is more important
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Best Practice – Tools and Pipeline
• Keep checking and improving the pipeline make sure nobody in the team will need to wait for another people if he wanted to see his modification in the version.
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Best Practice – Tools and Pipeline• Automate the version checking and making process.
• Everyone in the team should be able to download the most recent version (the CL 5 minutes ago included) to his mobile phone through WiFi.
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Bring Best Practice to Mobile Game Dev
• Tools and Pipelines• Design Methodology• Motivation is more important
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Design Methodology – Perspective• Keep the practice of designing the core game play for First Playable Presentation (aka. vertical slice)
• For F2P game, always review it from the perspective of 1st 30 minutes’ player experience.
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Design Methodology – Validation
• Strive for a lightweight design validation process, but to play fair, you have to convince them with something playable every 2 weeks at least
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Design Methodology – Stages
• Still there are the stages of
• Concept• Pre-Production• Production • Launch/Soft Launch• Post Launch
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Design Methodology – Concept
• Prototype (e.g., with Flash).
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Design Methodology – Concept
• Prototype
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Design Methodology – Concept
• Prototype.
• Know the game engine.
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Design Methodology – Pre Production
• Give enough focus to Control, Camera and Character, Sign and Feedback.
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Design Methodology – Pre Production
• Insist to have reviewable version everyday.
• Insist to make it real data driven at least for top 2 more important features
• Never believe a feature will be polished/graphic will be good/FPS will be improved but only in last month.
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Design Methodology
• Play tests don’t always tell the truth.
GPP
Playtest
team
Design Intenti
on
Designer
Integrate Tags
Test Instrume
ntsResults
SurveyObservat
ionGrid
Playtests
ResultsAnalysi
s
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Design Methodology
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Design Methodology – Production/soft launch
• Keep thinking of prioritizing and ready to cut features
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Bring Best Practice to Mobile Game Dev
• Tools and Pipelines• Design Methodology• Motivation is more important
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Best Practice – Motivation Still Works
• For mobile project• Clear objective• Everybody understand and agree with it• Build the communication, everybody contribute their idea
on game design.
Dan Pink: The puzzle of motivation (on TED)