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Project Management Principles. (or what’s a really good process and documents to consider) ( and how I’d run your game dev process if I was your digital producer). About me. IT Apps projects and Programme for about 7 years, - PowerPoint PPT Presentation
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Project Management Principles
(or what’s a really good process and documents to consider)(and how I’d run your game dev process if I was your digital producer)
About me• IT Apps projects and Programme for about 7 years, • Film and broadcast media (Including running my
own production company)• Currently?
My name is Shirley:I’m a Mass Effect Addict
(hi Shirley is the correct response)
WHY??
• structure• projects get waylaid without a clear plan. • listening to people talk about where things
weren’t quite right in their game dev, and I’ve thought “this is where I come in!”
And I want to play your game!
Concept Paper• brief overview of your idea that provides
a high level explanation of the idea. • Not too brief…• Write about hardware, software (apps /
platforms), marketing intent, audience…
What we’d call a business case…• This is the big document that explains your game:– Storyline (aka the script)– Characters (Tell us who they are!)– Events
• timeline of tasks• all resources you think you’ll need• Budget. What are you going to spend?• Test / release plans • Risks and Issues
Risks and Issues• Risks are a list of things that might happen to
the project• If a risk actually occurs (someone has a
meltdown and steals away your server etc), then it becomes an issue
• Issues need attention
Waterfall v Agile v Waterfagile…
Many methodologies : • Waterfall.• Agile.• “Waterfagile”.
Resourcing – or who’s doing what?• Who’s doing what?• How are you tracking their progress?• Agile / Kanban walls• Electronic and online Tools.
Image courtesy of adiera1 @ deviatnart
Monitoring and Reporting
• How are you going against plan?• What’s derailed progress?• What areas need attention this week?• Frequency of reporting?
Release plans
• How do you plan to deploy from dev to test to dev to test to prod?
• How will you release patches to fix bugs?• How will you address undocumented features?
testing
• How do you plan to undertake testing?• How are you going to attempt bug fixes? • How are you going to categorise your bugs?
Lessons Learned
• Review the process and note what went well, what didn’t go well, what could be improved and WTF?
Run Rabbit Run LLR
Legal documents
Nothing trashes a friendship like money
So, who else does this stuff?Many PMs are happy to share knowledge.
Places to look for these people are:• Game Developers of Wellington facebook page
• IdeaForge
In summary…This may seem quite boring: • these are important; They provide a framework
of tools to plan and monitor work.
Not imperative to use them all, only what works.
How to contact me?Email: [email protected]
Ello: @tis_Shirley
Ideaforge: Shirley
LinkedIn: nz.linkedin.com/pub/shirley-jones/15/a76/151/
(also happy to do v/o work)
Thanks to…• Amelia, Steve, Ricardo and Adam from “RunRabbitRun” for
letting me use their lessons learned review slide from the graduation pitch
• Enspiral Dev Academy for letting me coerce their students into letting me the slide
• Dave (Mr Me) for putting up with me doing ad hoc gap analysis of how things could work better for game devs
• Aimee at NerdNite and IdeaForge for providing sanity.• BizDojo, for hosting us tonight and providing vittels• Wellington Game Dev MeetUp for allowing me to rave at you for
a while about documentation and processes• Vic Uni for letting us use their space.
NOW GO EAT PIZZA!