Game Production Exam. Exam rules. Surname: Student ID: Signature: Good luck, do your best! April 1, 2014

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1 Game Production Exam April 1, 2014 Exam rules 1. Add your personal details, sign the first page, and put your initials at the bottom right of every sheet (page 1, 3, 5, ) 2. Please use only the space within the boxes to respond to the questions of the exam. 3. There is no need to use all of the allowed space, as long as you address the question in a satisfactory manner. 4. You can use the provided empty pages at the end of this package to take notes, write draft responses, etc. What you write in those pages does not affect your grade. 5. Should you need more draft sheets, please ask the exam attendant, whom will provide you with some. Upon receiving them, please number them consecutively, and put your initials at the bottom right of every sheet. 6. All sheets shall be returned at the end of the exam. 7. Any form of cheating is strictly forbidden, including talking with your colleagues. If you are caught in cheating, the exam attendant will collect your exam, which will be given the grade of 0 out of 10. Total number of points: 10. Retake needed if overall grade 5. Maximum time allowed: 100 minutes Name: Surname: Student ID: Signature: Good luck, do your best! Page 1 of 18 Initials:

2 Ex 1 [1.5 points]. Consider the following two games, and briefly describe the key differences concerning their production in terms of requirements elicitation, project planning, and team organization. Do not provide a full planning or team details; just explain how you envisage these projects would differ, based on your knowledge of the game production field. Game 1 (EyeGame): a serious game for training eye doctors in the Netherlands. The game is required to either use an existing game engine, or be a mod of an existing game. The budget for the game is for roughly 100 person months of work, and the game shall be delivered within 12 months. No portability requirement is stated. Game 2 (Shoot): an AAA first-person shooter game to work on XBOX, PS4, and PC. The game has a budget of roughly 1,500 person months, and shall be delivered within 14 months. The team has full freedom on the game concept. Page 2 of 18

3 Ex 2 [1.5 points]. Briefly describe the phase of game pre-production, including the main activities that are conducted, and the key artifacts that are used and created. You can use a small diagram (of any type, but if you wish you can use activity diagrams or process-deliverable diagrams) to better illustrate the phase. The message to convey to the reader is the essence of this phase, its importance, and which are the key concerns to address when conducting it. Page 3 of 18 Initials:

4 Ex 3 [2.5 points]. Take the following fictitious game concept, and perform a hypothetical (yet realistic) risk identification and assessment. Use SWOT analysis for the identification phase show also some events with positive effect on the project, and a risk matrix please use the notation that you prefer for the assessment. Game description: a 10-people spin-off of Utrecht University is designing a game that should revolutionize the market of soccer games through the use of an advanced Kinect-like controller that allows playing by moving one s body naturally (just like one would play soccer in reality). This controller is currently being developed at Utrecht University. The plan is to use it in a play mode where the player controls one single player in the match. The game is to be developed from scratch, without extending products such as FIFA or PES, and should work on XBOX and PS4. The project requires acquiring financing from a bank. Page 4 of 18 [text box continues on page 5]

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6 Ex 4 [1.5 points]. Explain what types of tools are used by a game producer, their role in the production process, detail why they are useful, and explain how they relate with the tools that are used by developers. Don t forget that the tools of producers and developers are not mutually exclusive! Page 6 of 18

7 Ex 5 [1.5 points]. This question has three parts that focus on requirements engineering: 1. [0.5 points] Explain the distinction between functional and non-functional requirements 2. [0.5 points] Give at least three examples of functional requirements and three examples of non-functional requirements for a (fictitious) game of your choice. 3. [0.5 points] Explain in words (examples are allowed too) how non-functional requirements can be used to select the subset of functional requirements to be implemented. [text box continues on page 8] Page 7 of 18 Initials:

8 Ex 6 [1.5 points]. Explain the notion of a software product line and give a partial example in the context of game. The example should serve the purpose of illustrating why product lines are useful, and how they can be used. Page 8 of 18 [text box continues on page 9]

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