how to complete an university project?
TRANSCRIPT
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HOW TO COMPLETE AN UNIVERSITY PROJECT?
Mateusz Janczewski
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ABOUT US
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ABOUT ME
• graduated at Technical University of Łódź
• Head of Studio - Vivid Games Łódź • Senior Producer - Vivid Games • Senior Producer - ATGames
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MAIN PROBLEMS
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CONCEQUENCE• game concept and content concept
have to be consistent • features are not connected
with the vision • priorities have to be aligned
with the game vision
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CONCEQUENCE1. Must have - game core the creates the heart of our
game (score: 0-60) 2. High business values - features that makes are better
than other (score: 61-90) 3. Nice to have - cool features that we’re personally
connected and they’re making small differences (score: 1-99)
4. Wishes - we can do it if we get extra time (score: 100)
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TO MUCH
• DO IT SIMPLE and efficiently! • think what is the most important • cut 50% and do the rest perfectly
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TO MUCH
• you have only 4-6 persons • you have only 6 month • you have also other lectures • DON’T try to do everything • focus on the most important elements
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PROTOTYPE FIRST• don’t assume that paper design
won’t change • give it a chance to convince you • it’s easier to change prototype that finished
features • it’s easier to estimate work and recognize
the risks
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YOU FORGET ABOUT DETAILS• Animations • Visual effects (shaders, particles) • HUD • Audio • Optimization • Tutorial • Playtesting • Bugfixing • Game name and icon / logotype
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PRODUCTION TIPS & TRICKS
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CONCEPT• how we play the game? • what is the game about? • how does it look? • what are the most important issues? • what is unique about your game? • what human desire it fulfills?
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GAME SCOPE
• feature list • priorities • responsibility • dynamic approach
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GAME SCOPE
Quality
Scope
MoneyTi
me
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PIPELINE
• prototypes • placeholders • feature/content freeze • game balancing • game polish and bugfixing
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TEAM
• check if your team is ready for this challenge
• let them know about their duties • treat fair yourself • let them decide
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TEAM
Strenghts Weaknesses
Opportunietes Threats
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USEFUL TOOLS• game project repository - SVN, GIT • documentation - wiki, Google Docs, MS Office • online collaboration - Google Docs, One Drive,
Bitbucket • communication - Slack, Skype, Hangouts, Facebook • management - Wunderlist, Trello, Scrumwise, Jira,
Mindmeister + Meistertask, Pivotal Tracker
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PLANNING
• agile - scope approach • university approach is driven
by constraints
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PLANNING
Polishing 50%
Production 25%
Prototypes & Preproduction 25%
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WHERE IS THEORY ABOUT PROJECT MANAGEMENT?
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GOOD PROJECT MANAGEMENT IS BASED ON HONESTY
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THE BEST ONES
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GROUP 15
• vision describes gameplay mechanics • setting priority in really good way • unique gameplay approach
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Gra dla dwóch osób, w której rozgrywka polega na modyfikowaniu planszy drugiego gracza tak, aby zginał szybciej niż Ty. Każdy gracz dysponuje taką samą planszą, po której może się swobodnie poruszać. Plansze są modyfikowane przez eventy dotyczące obu graczy oraz kartki z zaklęciami, które wyrzuc i przec iwnik . Wp ływa to na rozmieszczenie obiektów, a także na sposób w jaki gracz oddziaływuje z elementami otoczenia. Użycie każdej kartki wymaga odpowiedniej ilości energii, która zdobywana jest na planszy w losowych miejscach lub z niektórych potworów.
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FTIMANAGEMENTSYSTEM
• easy and simple vision • it’s easy to imagine the game with this
vision • edu sims/lemmings - awesome and not
for children
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Wcielasz się w zarządcę budynku akademickiego i przy użyciu myszki dbasz o rozwój i efektywne wykorzystanie budynku wydziału. Roztargnieni studenci przychodzą na różne zajęcia- pamiętaj, aby wskazać im właściwą salę, w przeciwnym wypadku- zniszczą ją, a Ty będziesz musiał ją wyremontować. Każda wykorzystana sala wymaga sprzątania. Gdy uzbierasz fundusze, możesz rozbudowywać wydział o kolejne sale przeznaczone do konkretnych zajęć. Każdy dzień to kolejne podatki, które musisz płacić - zadowoleni studenci to pieniądze- niezbędne do przetrwania i rozwoju wydziału. Przegrywasz, gdy Twój wydział zbankrutuje.
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ROBOTS STOLE MY HAT
• great art concept that sales the vision • everything is consistent • prepared as closed plan
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Platformówka 2.5D z teleportacją, walką bronią palną, i zagadkami logicznymi. Rozgrywa się w cyberpunkowym świecie stylizowanym na amerykańskie lata 40. XX wieku. Główny bohater chce zniszczyć mafię robotów, której członkowie próbowali go zamordować, ponieważ WIEDZIAŁ ZA DUŻO. Towarzyszy mu jego płaszcz z modułem sztucznej inteligencji.