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Why the Zune?

Why the Zune?. Emerging Market Zune Marketplace set to open Fall 2010 Excellent Performance HD resolution 8 Task-Specific Cores Superb Mobility Efficient design  Long battery life Small form factor  easy to carry. Project Management. Non-Hierarchical Team

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Why the Zune?

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  1. Why the Zune? • Emerging Market • Zune Marketplace set to open Fall 2010 • Excellent Performance • HD resolution • 8 Task-Specific Cores • Superb Mobility • Efficient design  Long battery life • Small form factor  easy to carry

  2. Project Management • Non-Hierarchical Team • No one teammate elevated above others • Each teammate required to participate in all areas of development, from programming to documentation • Teammates encouraged to focus on their areas of expertise

  3. Project Management Cost analysis • Project Costs • Ohloh.net calculations • 2958 lines, including markup and whitespace • Estimated effort: 0.685 person years (0.228 years / 13 wks per person) • Average Salary: $55,000 • Total estimated cost of project: $37675.00 ($12558 per person) • Zune Costs • Zune HD 16GB Black ($188.99) • Graciously purchased by UHCL • Visual Studio 2008 Cost • Visual Studio 2008 Professional ($799.99 x 3 = $2,399.97) • Adobe Photoshop Cost • Adobe Photoshop CS3 ($699 x 3 = $2,097) • Total Cost = $42,360.96

  4. Project Management Work Breakdown Structure A listing of all work objects that need to be completed, in order to produce a finished game.

  5. Project Management Workflow Diagram Gantt chart depicting all work objects, their times of completion, order of completion, dependencies, and general workflow.

  6. Gantt chart goes here

  7. Sprite Sheets

  8. Tile Sprites

  9. Game Design Use Case Diagram Describes the sequence of events a player would encounter interacting with the game from start to finish

  10. Architectural Design • Straightforward design • Eliminates difficulty in development, debugging, and allows for speedy improvements • Simple well-established ideas • Tried and true ideas for game development allow for the rapid development and deployment required in a cross-platform game with extremely tight time constraints.

  11. Architectural Design Continued System Overview Shows the relationships between game objects, interfaces, and external sources of information.

  12. Architectural Design Continued Class Diagram Specifies the structure of how the game will be written, and how it will function, by showing its classes and associated attributes.

  13. Architectural Design Continued Sequence Diagram An interaction diagram that shows how processes operate with one another and in what order.

  14. Time for the demonstration!

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