Transcript
Page 1: Project Management Liverpool John Moores University

Team Leader :

ABHISHEK SRIVASTAV

CHAITANYA SHARMA

INDUMATHI

TEW JIA ERN

WORLD OF WARONE WORLD AND

TWO WAYS OF ENJOYING IT

TUTORS :

DAVID BRYDE

ALASTAIR

BALCHIN

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PRESENTATION OVERVIEW

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CONCEPT Improvement on the

idea of mixing the elements of strategy and third person shooter concept.

Blend of a real time scenario of a war scene and the perspective of a soldier

Tried once in “CAESER IV”, taking it a step further

A new world to delve into

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PROJECT GOAL

An action game that combines the elements

of strategy and third person shooter game

Real time communication in a unique and

massive game world

Provides an immersive battle experience

thrilling, fast paced gaming environment with

an engaging story line

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OBJECTIVES

Glitch free version of the game

Delivered by Sept, 2012

Within a budget of £2 M

High replay value with subsequent mods and releases

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PUBLISHERS OBJECTIVES

(Stakeholder importance )

Publishing Strategy, Focused Or Shotgun

Adversity To Risk

Time Scale/Timing Constraints

Targeted Platform

Preferred Technologies

Game Focus

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THE PROJECT TRIANGLEHIGH QUALITY

ON BUDGET ON TIME

Deliver a high quality product within budget. It is a rule of PM that

all three factors cannot be achieved

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GAME DEVELOPMENT

LIFECYCLE

PitchPre

ProductionImplementation Testing Deployment

Idea, Pitch, First

Prototype, Budgeting,

Planning

Game elements

and

programming

Beta Test,

Professiona

l Test

Release &

Distribution

PRE -PRODUCTION POST -PRODUCTIONPRODUCTION

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SCHEDULE

• PITCH

FEB „ 10

• PRE-PRODUCTION

JUN „10• PRODUC

TION • RELEASE

SEP „12

OCT „11

PITCH

DOCUMENT

DESIGN AND

PLANNING

DOCUMENT

GAME WITH

ALL THE

FEATURES

GOLD

VERSION

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PITCHING FOR THE GAME

Platform : WINDOWS / XBOX 360

Target market : 15-26 year olds / ESRB rating

of “T” or “M”

Languages : English / Chinese/ Japanese

Genre : Strategy / Third Person Shooter

Concept Art / Prototype

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PRE PRODUCTION

Develop the storyline

Character outlay

Acquire the required

hardware/software

Acquire licenses of for

tools and software

Methodology :

Waterfall + Agile

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Tie ups with network

services such as IGN

and ELECTRIC

Team formation

Plan and develop a

workflow

Decide on the

middleware

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METHODOLOGY

A B C D E Focus on Activity– WATERFALL

A B C D E

Focus on Features– AGILE

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TEAM FORMATION

PROJECT MANAGER

(JIA)

Technical

Manager

(ABHISHEK)

Creative

Manager

(INDUMATHI)

Video/Sound

Engineering

(CHAITANYA)

Tech/ Non Tech

Support

(ABHISHEK)

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PRODUCTION

PITCH

&

SPECIFICATION

PRE-PRODUCTION

DOCUMENTATION

AGILE CYCLES

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BUDGET ALLOCATIONFIELD COST (£)

LABOUR 500,000

SOFTWARE 200,000

HARDWARE 200,000

LICENSING 400,000

RENTAL 50,000

RENDERING 75,000

TRAVEL 50,000

CONSULTANTS 100,000

PUBLICATIONS 200,000

POSTAGE 50,000

UTILITY 90,000

INDIRECT COSTS 50,000

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RISK ANALYSIS

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WORLD OF

WAR

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RISK IMPLICATION MITIGATION THREAT

None or Incomplete

market survey

The game might

fail to raise any

response

Thorough survey of

the targeted region

and the audience

*****

Excess Prototyping Budget overruns Keep track of

prototypes and

associated costs

****

No clear

methodology or

workflow in place

Inefficient

production and

bottlenecks

Decide upon the

methodology and

workflow

****

Influence from

stakeholders may

change the game

Clash of the

stakeholder

interests ; dilution

of the game

concept ; time

delay

Keep the

stakeholders happy

and satisfied

*****

Complexity

increases due to

change in design

document

Schedule may go

haywire if lots of

changes in small

time

Agile methodologies

such as XP and

SCRUM help to

reduce these;

Contingency for

time delay

****

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UNIQUE SELLING POINTS

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QUESTIONS ?


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