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Game Development – Process. Alessandro Canossa alec@itu.dk Michael Schmidt mrsc@itu.dk. Game development is primarily an act of communication , the limits of your language are the limits of your world. Ludvig Wittengstein. GL1. GL2. GL3. GL4. GL Pm. User Research and QA.
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Game Development – Process • Alessandro Canossa • alec@itu.dk • Michael Schmidt • mrsc@itu.dk Spring 2010 www.itu.dk
Game development is primarily an act of communication, the limits of your language are the limits of your world. Ludvig Wittengstein
GL1 GL2 GL3 GL4 GL Pm
User Research and QA Determine workflow, schedules, deliverables Perform research Set up participant recruitment pipeline Track findings Determine research methodology needs Ongoing implementation process Get feedback from dev/management stakeholders Determine staffing needs Understand dev team/franchise needs and wants
Vision document • The game's title (and subtitle) with an appropriate cover image • Company contact information • The game's High Concept, Hook, and One-Sentence Marketing Description • A bullet-point listing of the game's key features • A brief description of the game's Setup • A succinct narrative description of actual gameplay • A brief description of the game's Victory Conditions • Plenty of good concept art and screen shots (or at least screen mock-ups) • A controller diagram (if one is used) • All set in a unique binding (to set it apart from other Vision Documents) that itself helps convey the essence of the game.
Design Parameters Media: Digital or Analog Genre: Category (ontology) Epoch: Setting (fiction, non fiction) Scope: how much time / space are covered by the game? (battle or campaign) Scale: level of closeness to objects (soldier or army) Perspective: point of view
Treatment (10/30 pages) • 1 Title Page (and a short tagline to indicate what it’s about) • 2 Executive Summary (bulletpoints) • 3 Game Overview • High Concept • Genre • Hooks (USPs) • License (if any) • Gameplay Highlights • Technology Highlights • Art and Audio Highlights • Hardware • 4 Production Details • Current Status • Development Team • Budget • Schedule • Competition • 5 Game World • Backstory • Objective • Characters • Mission or Story Progression
Maintain a developer’s diary • Diary will make up 50% of the exam • Documentation of your tasks in developement • You should be able to give talks and presentations • (as your guests will) • Daily tasks • Challenges • Rewards • Workflow • People you report to • People that report to you • Role changing during development • What you neet to start your work • What you deliver when you are finished • Tools, pipeline and processes
Considerations on teams • Interpolation between issues: • No more than 1 producer and 1 game designer per team • Generally respecting wishes expressed • Identifycation of personality patterns and avoiding same type in teams • Data has been normalized and quantized, co-recurring variables identified,