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Learn about game development life cycle, careers in the industry, and production processes. Explore the key stages from concept to maintenance, with real-world examples and industry insights to help you plan your game career. Dive into the complexities of creating modern games, from large team coordination to artistic and technological components. Discover the Next Generation Challenge and tackle the "wicked problems" of game development. Plus, get tips on managing budgets, timelines, and team dynamics for successful game production.
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ITB/ITN751 Games Production Lecture 1Game Development Life Cycle Ross Brown
Lecture Contents • Unit Preamble • Games Development Life Cycle • Game Producers • Guest Lecture – Matt Ford, Games Producer
Lecture Readings • Textbook Chapters [4] - 1 and 2 • Game Development Life Cycle • www.gamasutra.com/features/19981218/walton_01.htm • Games Producers • www.gamasutra.com/features/20060705/mencher_01.shtml • www.gamasutra.com/features/19990305/pedersen.htm • www.gamasutra.com/php-bin/news_index.php?story=12135 • www.gamasutra.com/features/20060905/petro_01.shtml
Life Cycles • “If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside” - Robert X. Cringely, InfoWorld magazine
ITB/ITN751 Unit Aims • Insight into the people, processes and technology behind the development of games • Insight into the career options available within the games industry • Appreciation for the other positions in a games production company • NOT software development only… • It is not HOW, but WHAT and with WHOM
Teaching Process • Theory Lectures – by Ross Brown • Guest Lectures – by Industry Personnel • Reflection – by you • Tutorials – by everybody
Assessment 1: Game Career Nail Gun • Aim is to help you create a plan for your games career • Because it is hard, but not impossible, to get into the games industry • So you have to have a weapon…umm, plan http://gathering.tweakers.net/forum/list_messages/1081927
Assessment 2: Sim Game Studio • To give you insight into the whole workings of a new games studio by planning for its deployment in a new city http://www.webdevelopersjournal.com/software/simcity_3000.html
Assessment 3: Final Examination • One part of the exam will be on the content in the guest lectures • Rest is typical exam on lecture content http://smedia.vermotion.com/media/17477/resources/Doctor%20memorizing.jpg
Closing the Loop • Feedback – you asked for guest lectures and I have (fingers crossed) twelve of them for this semester
Games Development Life Cycle • Modern computer games are some of the most advanced real-time simulation systems available on the planet…maybe we are in one ourselves • Large teams required in order to produce modern high quality games – 100+ • Content is approaching the level of cinematic proportions in the terrabytes – sometimes even hard to move it around full stop via networks • Plus a game is a confluence of artistic and technological components • Known as the Next Generation Challenge by games industry
Crysis by EA http://youtube.com/watch?v=xDh4VR7wynA http://www.planetamd64.com/lofiversion/index.php?t32514.html
Well Wicked! • Game Development can be considered a “wicked problem” • "wicked problem" was originally proposed by Horst Rittel [1] • "wicked" (ie. messy, circular, aggressive) which occur in real life development projects • "tame" problems of mathematics, chess, or puzzle solving • Only have a vague idea at the start of the game, and have to thus bring it into being • To capture that ill-defined concept of…fun • Fun that changes with time – remember when first person shooters were novel?
Example Figures • 100+ team sizes and growing – outsourcing a solution here • Budgets in tens of millions – unless you are Indie and do Dystopia • Development in the order of 2-3 years • Longer if Duke Nukem Forever…www.3drealms.com/duke4/
Example Figures • Often overruns – especially with the bigger titles • Often burns out developers – typical life span of five years
Games Production People Technology Processes Unit Overview
Games Development Life Cycle (GDLC) • Similar to the Software Development Life Cycle • Different in that it has a publishing business model as its overarching approach • Thus a games studio is a repetition of this life cycle
Concept Prototype Pitch Green Light Pre-production Production Quality Assurance Gold Master Maintenance Compare with [2] GDLC Processes [4]
Concept • Dreaming up the game idea • Brainstorming • Deriving inspiration • Possibly derived from other Media • Developed by publishers, then handed to game development studio • Intellectual Property (IP) Issues – China and India…
Prototype • As with any design process, a low quality first pass • Gives a feel for the main concepts in the game • Shows major gameplay concepts
Pitch • Game is pitched to management • Publishers • VCs • or your friends if they have money
Pitch • Explains why the game is great • Why it is right for market • How it is to be produced and developed
Green Light • Once approved the game development is begun • Involves gathering a team to work on game • May need to contact a number of games companies • Legal issues are sorted in order to determine IP rights – main character and story
Pre-production • Define production pipeline • Tools, development stages for all content, logic etc. • Detailed planning for game production
Production • Where the rubber meets the road • Content is produced: 3D models, textures, art, cinematics, scripts, sound… • The longest process in the game development life cycle • The most costly process in game development • The riskiest process in game development
Quality Assurance • Usually occurs at the end of production • Similar to any testing phases in software development • Bug capturing, usability testing… • Often an entrance point into the games industry for those without qualifications
Gold Master • Burn CD to be sent to game manufacturing processes at publishing house • Consoles and handhelds require special care, why?
Maintenance • Again, similar to any software development life cycle [3] • Used to be a non-issue due to fixed games • Now, once software is shipped, there is a need for maintenance • Tasks include: patches, new content for online games, balancing, gold-bot killing
Games Designers Games Developer – Engine Games Developer – Tools Level Designer Game Balancer 3D Modellers Digital Animators Artists Quality Assurance Overview of People
Human Resources Administration Staff Marketing/Sales – in the broadest terms Journalism – blogs, magazines etc. Cultural – conferences, E3, GDC IT Support – general IT in Games Studios Games Industry Support Staff
Hardware http://en.wikipedia.org/wiki/PlayStation_3 • Servers • PCs • Consoles – PS3, XBox • Handhelds – PSP, DS • Phones • Special Cards – GPU (NVIDIA/ATI) and AGEIA (Physics) • Console Dev. Kits • Game Controllers -wiimote http://en.wikipedia.org/wiki/Xbox_360
Development Environments • Visual Studio • Proprietary development kits • Graphics – DirectX/OpenGL • Languages – C/C++, Java, HLSL, GLSL • Scripting – Lua, C#, Python http://en.wikipedia.org/wiki/Opengl http://en.wikipedia.org/wiki/Directx
Artist Technology • Modelling/Animation Environments • 3DS Max • Maya • Art Packages • Photoshop • Pencils/Crayons… http://www.makikoitoh.com/archives/2004/01/27/rip_venus_and_t.php
Overview of Technology • Digital Asset Management Systems – Alienbrain • Motion Capture • Workflow Systems • Office Automation – MS Office • Networking • Collaboration Tools • Project Management Tools – MS Project http://www.cs.washington.edu/homes/zoran/mocap/
And who holds it all together? • The previous has been a quick overview of the entire process • We now begin to look at the key personnel in an organisation • So we start with the one who holds it all together • The game producer!
Game Producers • Games production roles are derived from the analogous roles in Hollywood and the Pop music industry • In Hollywood they traditionally organise artists and repertoire (A&R) • They effectively find, organise and manage the film and music creation process
Game Producers [5] • They are project managers • Few superstars of game production that parallel those we know in film • Producers are usually employed by publishers playing down their contributions • Producers do not tend to run their own independent companies
Types of Producers • External producers act as "executive producers" employed by publisher • Internal producers work with developers • Developers may have no internal producers, and may rely solely on the publisher's producer • External producer oversee several projects worked on by developers
Types of Producers • Inform the upper management of the publisher of the status of the pending projects and any problems • Internal producer and will generally work on one game • Line Producers focus on project scheduling and costing
Responsibilities • Negotiating contracts • Liaison between the development staff and the upper stakeholders • Maintaining schedules and budgets
Responsibilities • Overseeing creative and technical development • Ensuring timely delivery of deliverables • Scheduling quality assurance • Arranging for beta testing and focus groups • Arranging for localization
Responsibilities • In short, the internal producer is ultimately responsible for timely delivery and final quality of the game • Depending on size of development studio, will tend to meet with lead people in the development areas, such as: artists, software developers, animators etc. • May meet with entire staff from time to time • Similar to many other management positions
Responsibilities • Producer has to influence the design of the game to meet publisher wishes • Often cooperate with designer to facilitate this process • As mentioned in the textbook, the producer is the “boss” of the game, to bring about the overall vision for its development • Thus is an executive role
Responsibilities • The producer does not usually fire people in the team • Tend to use the typical office automation products for management purposes – MS Office, Outlook, MS Project etc.
Guest Lecturer • Matt Ford – Game Producer • Ex Microsoft and Auran • Now freelancing
References • Rittel, H., and M. Webber, "Dilemmas in a General Theory of Planning" pp 155-169, Policy Sciences, Vol. 4, Elsevier 1973. • Walton, G. Bringing Engineering Discipline to Game Development, 1998, accessed 23/07/2007 www.gamasutra.com/features/19981218/walton_01.htm • Sommerville, I. Software Engineering, Addison Wesley, 2004 • Irish, D. The Game Producers Handbook, Premier Press • http://en.wikipedia.org/wiki/Game_producer