IMGD The Game Development Process: Game Development Timeline

Similar documents
The Game Development Process

Interactive Media and Game Development

Interactive Media and Game Development

Digital Asset Management 7. Interactive Media and Game Development process

IMGD 1001: The Game Industry

GAME PRODUCTION HANDBOOK Second Edition

Appendix H - What Goes Into a Milestone Definition

Foundations of Interactive Game Design

Game Production: the production process

9am 12pm 3pm 6pm 9pm 12am 1am 9am 12pm 3pm 6pm 9pm 12am 3am 6am 9am. Balance Mechanics. Refactor SLEEP. Effects

Game Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards

Kevin Chan, Blue Tongue Entertainment

Course Overview; Development Process

Course Overview; Development Process

A (Very) Brief History

Course Overview; Development Process

Course Overview; Development Process

FINAL TECHNICAL REPORT

IMGD 1001: The Game Industry. Hit-Driven Entertainment

Seaman Risk List. Seaman Risk Mitigation. Miles Von Schriltz. Risk # 2: We may not be able to get the game to recognize voice commands accurately.

Title (Name of App) Preview

PRODUCT DEVELOPMENT Family LINE OF. Product Live Ops

Artist Career Challenges & Goals From a AAA team to a Start-Up

One-Year Conservatory in GAME DESIGN

Developing video games with cultural value at National Library of Lithuania

Gaming Development Fundamentals

Editing the standing Lazarus object to detect for being freed

Overview. Sierra On-Line. Products. Sierra Overview. Divisions 2/21/2010

Game Designers. Understanding Design Computing and Cognition (DECO1006)

How to survive Global Game Jam. By Taro Omiya (Omiya Games)

Game Development Life Cycle. Jaanus Jaggo

Competition Manual. 11 th Annual Oregon Game Project Challenge

Video Games Funding. January 18th Orla Clancy Creative Europe Desk Ireland

How to develop and localize Xbox 360 Titles. 강상진 XBOX Program Manager 한국마이크로소프트소프트웨어연구소

Individual Test Item Specifications

Sneak Out. A Game Proposal by Dave Moppert. Writing & Interactive Design

Applying classic game production principles to game productions with short development times

The Complete Guide to Game Audio

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards

Radhika.B 1, S.Nikila 2, Manjula.R 3 1 Final Year Student, SCOPE, VIT University, Vellore. IJRASET: All Rights are Reserved

Game On! Developing a game for Library Instruction. Tammy Allgood Fletcher Library Arizona State University at the West campus

None found, the nearest occupation listed is Multimedia Illustrator

Prof Manjula R 1, Chakradhar Raju M 2, Sai Chand M 3 Computer Science Department, VIT University

GAME DEVELOPMENT ESSENTIALS An Introduction (3 rd Edition) Jeannie Novak

IMGD Technical Game Development I: Introduction

Anarchy Arcade. Frequently Asked Questions

SysReBot ver System ReBot Nguyen Trung Hieu & Maxim Zavadskiy

WEEK ONE MODULE/ LESSON

FIRST EDITION. John Oliver Digital Immersion REN PY

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

Propietary Engine VS Commercial engine. by Zalo

Support Notes (Issue 1) September Play and Learn. Certificate in Digital Applications (DA204) Game Making

REMEDY ENTERTAINMENT OYJ. Review of H

Introduction. Video Game Design and Development Spring part of slides courtesy of Andy Nealen. Game Development - Spring

ANNEX THEATRE. Late May and early June Pitch sessions and readings will be scheduled during this time.

Case Study ASK THE ARTISTS: THOMAS HEINRICH

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

SGD Simulation & Game Development Course Information

IMGD 1001: Fun and Games

Virtual Worlds Lessons from the Bleeding Edge of Multiplayer Gaming

School of Interactive Arts. Prospectus

Introduction. Video Game Programming Spring Video Game Programming - A. Sharf 1. Nintendo

Ubi meets the students. May 22nd, 2013

IMGD 1001: Concept Art

Developing Games for Xbox Live Arcade. Katie Stone-Perez Game Program Manager Xbox Live Arcade Microsoft

2/22/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: VVP

Global Game Jam Freebies. Susan Gold

Emergent s Gamebryo. Casey Brandt. Technical Account Manager Emergent Game Technologies. Game Tech 2009

CAPSTONE PROJECT 1.A: OVERVIEW. Purpose

The Game Design Process by Francois Dominic Laramee

Game Industry Presented by: Marcin Chady

IMGD 1001: Fun and Games

Game Production: game development

Game Engines: Why and What? Dan White Technical Director Pipeworks Message

Workplace Skills Assessment Program. Virtual Event V03 - Software Engineering Team Project Requirements Document.

UHS Intellectual Property Policies and Procedures

Chapter 4 Summary Working with Dramatic Elements

the gamedesigninitiative at cornell university Lecture 4 Game Components

Game Industry Presented by: Pam Chow

Game Production Practice DR. ROBERT ZUBEK, SOMASIM LLC EECS-397/497: GAME DEVELOPMENT STUDIO WINTER QUARTER 2018 NORTHWESTERN UNIVERSITY

1.1 Investigate the capabilities and limitations of a range of digital gaming platforms

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

This one-semester elective course is intended as a practical, hands-on guide to help you understand the process of game development.

student handbook Australian Council for Educational Research

Game Design 2. Table of Contents

Please see analyst certification and other important disclosures starting on page 165.

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti

Scoring Sheet th Annual Oregon Game Project Challenge.

GRAEME DAVIS PORTFOLIO AND SERVICES MAY (720)

SUPPORT FOR THE DEVELOPMENT OF EUROPEAN VIDEO GAMES

Object-Oriented Design

Game On! An Industry s Journey. Vicarious Visions, Inc. Karthik Bala, CEO Guha Bala, President

Public Art Network Best Practice Goals and Guidelines

Level Design & Game Industry landscape

In-House vs. Outsourced Content Creation

The Game Development Process

Announcing the 2018 International Games SIG Classic Game Showcase

Advanced Mobile Devices

Leaping from Role Play to Game Play

Transcription:

IMGD 1001 - The Game Development Process: Game Development Timeline by Robert W. Lindeman (gogo@wpi.edu) Kent Quirk (kent_quirk@cognitoy.com) (with lots of input from Mark Claypool!) Outline Game Timeline Team Sizes (next) 1

Game Development Timeline (1 of 5) Inspiration getting the global idea of the game duration: 1 month (for a professional game) people: lead designer, team discussion result: treatment document, decision to continue Conceptualization preparing the "complete" design of the game duration: 3 months people: designer + prototype programmers/artists result: complete design document (continued next slide) Based on notes from Mark Overmars Concept Define game concept Define core game features Find/Assign developer Estimate budget & Due date 2

Concept: Van Helsing (1 of 4) Concept: Van Helsing (2 of 4) 3

Concept: Van Helsing (3 of 4) Van Helsing Pre-Production Video Concept: Van Helsing (4 of 4) Van Helsing Finished Concept Video 4

Game Development Timeline (2 of 5) Prototypes Build prototypes as proof of concept Can take 2-3 months (or more) Typically done a few months after project start In particular, used to test game play Throw prototype away afterwards Don't expect it to evolve into game! The Pancake Principle (Fred Brooks) Plan to throw one away, you will anyway. Pitch to Publisher (Continued next slide) Based on notes from Mark Overmars Prototype or 1 st Playable Game Design Document & Technical Design Document = "The Bibles" Production budget & detailed schedule Working prototype, with game mechanics Focus test Submit concept to Sony, etc. Part of "pitch process", next) You'll do this at the end of this course! 5

The Pitch Process: Presentation Key pitch presentation content: Concept overview & genre profile Unique selling points What makes it stand out from its competitors Proposed technology & target platform/s Team biographies & heritage Outline marketing information, including potential licensing opportunities Chapter 7.3, Introduction to Game Development The Pitch Process: Prototype Key game prototype features: Core gameplay mechanic Game engine / technological proficiency Artistic / styling guide Demonstration of control / camera system Example gameplay goals Chapter 7.3, Introduction to Game Development 6

The Pitch Process: Project Schedule & Budget Schedule & budget must: Be detailed and transparent Allow for contingency scenarios Have several sets of outcomes for different size publishers Be realistic Chapter 7.3, Introduction to Game Development The Deal: Choosing a Publisher Research Publishers screen Developers But Developers should also research prospective Publishers: Are they financially stable? Do they have appropriate reach for target? Do they market / PR their games well? Is there a history of non-payment of milestones or royalties? Have they produced many titles? Sometimes you take what you can get! Chapter 7.3, Introduction to Game Development 7

The Deal: IP Rights Intellectual Property Rights include: Game name Logos Unique game mechanics & storyline Unique characters, objects & settings Game Source Code including artwork & associated assets Unique sounds and music You may not have much power And it probably doesn t matter Chapter 7.3, Introduction to Game Development The Deal: Payment Negotiation (1 of 2) Current approximate development costs: $4-5 million for AAA multi-platform $2-3 million for AAA PlayStation 2 only $1 million for A-quality single platform Royalties Percentage payments of profits made after recoup of development costs Developer royalties range 0% ("work for hire") to 40% Other considerations: Rising-rate royalty: more units sold = higher percentage Clear royalty definition of 'wholesale price' (i.e., including cost of goods etc.) Right to audit publishers books Currency/exchange rate/vat figures Chapter 7.3, Introduction to Game Development 8

Moving Projects Forward Most Publishers have a "Green-Light Process" Used to determine which projects go forward Developers submit to committee at five, mostly independent stages: Concept Assessment Prototype First Playable Alpha At each stage, committee: Decides whether or not to continue funding o Developers then get next "lump" of money Evaluates market potential Adjusts unit forecasts accordingly Chapter 7.3, Introduction to Game Development Prototype: Red Ninja (1 of 3) 9

Prototype: Red Ninja (2 of 3) Red Ninja Pre-Production Video Prototype: Red Ninja (3 of 3) Red Ninja Final Production Video 10

Game Development Timeline (3 of 5) Blueprint separate the project into different tiers duration: 2 months people: lead designer, software planner result: several mini-specifications Architecture creating a technical design that specifies tools and technology used duration: 2 months people: project leader, software planner, lead architect result: full technical specification Based on notes from Mark Overmars Game Development Timeline (4 of 5) Tool building create a number of (preferably reusable) tools, like 3D graphics engine, level builder, or unit builder duration: 4 months people: project leader and 4 (tool) programmers result: set of functional tools (maybe not yet feature complete) Assembly create the game based on the design document using the tools; update design document and tools as required (consulting the lead designer) duration: 12 months people: project leader, 4 programmers, 4 artists result: the complete game software and toolset Based on notes from Mark Overmars 11

Other Milestones: Alpha Definition At Alpha stage, a game should: Have all of the required features of the design implemented, but not necessarily working correctly Be tested thoroughly by QA to eliminate any critical gameplay flaws Still likely contains a certain amount of placeholder assets (Continued next slide) Alpha Definition Feature complete "Localization" begins Focus test Play testing Marketing continues 12

Alpha: Crash Bandicoot (1 of 2) Alpha: Crash Bandicoot (2 of 2) Crash Bandicoot Video 13

Game Development Timeline (5 of 5) Level design create the levels for the game duration: 4 months people: project leader, 3 level designers result: finished game with all levels, in-game tutorials, manuals Review testing the code, the gameplay, and the levels duration: 3 months (partially overlapping level design) people: 4 testers result: the gold master Based on notes from Mark Overmars Other Milestones: Beta Definition At Beta stage, a game should: Have all content complete Be tested thoroughly for bugs and gameplay tweaks Be shown to press for preview features (Continued next slide) 14

Stages of Development: Beta Polish, polish, polish Game balancing Localization continues Demo versions Other Milestones: Gold Master Definition At Gold Master stage, a game should: Be sent to the platform holder/s (where applicable) for TRC (Tech. Req. Checklist) testing Be sent to press for review Be sent to duplication for production Be backed up and stored (Continued next slide) Based on notes from Mark Overmars 15

Final/GMC/Gold The Game is "Done" Testing, testing, testing Intense pressure Submit to console developers Manufacturing timing Post-Mortem Analysis of PR, marketing Analysis of production, source Code What went right What went wrong Archive all assets Kick-off the Sequel! 16

Outline Game Timeline Team Sizes (next) Development Team Size As late as the mid-80's teams as small as one person. Today, teams ranging from 10-60 people. Programming now a proportionally smaller part of any project, artistic content creation proportionally larger See Gamasutra, (www.gamasutra.com) Search for "post mortem" Game data at bottom includes team size and composition But it depends a lot on the genre Laird and Jamin, EECS 494, Umich, Fall 2003 17

Development Team 1988 Sublogic s JET (early flight sim) Sublogic later made scenery files for Microsoft flight simulator 3 Programmers 1 Part-Time Artist 1 Tester Total: 5 Laird and Jamin, EECS 494, Umich, Fall 2003 Development Team 1995 Interplay s Descent Used 3-D polygon engine, not 2-D sprites 6 Programmers 1 Artist 2 Level Designers 1 Sound Designer Off-site Musicians Total: 11 Laird and Jamin, EECS 494, Umich, Fall 2003 18

Development Team 2002 THQ s AlterEcho 1 Executive Producer 1 Producer 4 Programmers 2 Game Designers 1 Writer 3 Level Designers o3 Character Modelers and Animators o1 2d and Texture Artist o1 Audio Designer o1 Cinematic Animator o1 QA Lead and Testers Total: 19+ Laird and Jamin, EECS 494, Umich, Fall 2003 Development Teams for Online Games Star Wars online (2003?) Development team: 44 people 50% Artists 25% Designers 25% Programmers 3 Producers "Live" Team (starting at Beta, 6 months before done) 8 Developers 50-60 Customer support (for 200K users) 1000 Volunteer staff (for 200K users) Laird and Jamin, EECS 494, Umich, Fall 2003 19

A (Larger) Developer Company Today Designing and creating computer games is serious business Large budgets ($10 million+) Large number of people involved Large risk Wisdom Use modern software development techniques And maybe not the ones we just talked about Keep creativity where it belongs In the design Not during the programming 20