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1 Game Production: Games as Software Products Fabiano Dalpiaz [email protected]

SPM16 - Game Production by Fabiano Dalpiaz

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Guest Lecture by Fabiano Dalpiaz on Game Production for the Software Product Management course at Utrecht University

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Game Production: Games as Software Products

Fabiano Dalpiaz

[email protected]

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Outline

1.  Just games? 2.  Game production overview 3.  Pre-production 4.  Production 5.  Testing 6.  Post-production 7.  Teams 8.  Game engines

Lecture contents

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1. Just games?

Mario Bros: the original game

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1. Just games?

The Mario franchise (Wikipedia, 5 Oct 2014)

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1. Just games?

World of Warcraft

“World of Warcraft" by juanpol is licensed under CC BY 2.0

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1. Just games?

q  The core business of Blizzard Entertainment

q  20 years of history q  In 2008, peak of

11.5M subscribers

q  Currently, 6.8M (Q2 2014)

q  Over 100 million accounts over the game’s lifetime

World of Warcraft as a product

Retrieved from Wikipedia on January 15, 2014

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1. Just games?

q  The original WoW was released in 2004 q  Newer versions come as “expansion sets”

§  Additional software (for sale!) that adds new content and features to the game

q  Five expansions so far §  Burning Crusade (2007) §  Wrath of the Lich King (2008) §  Cataclysm (2010) §  Mists of Pandaria (2012) §  Warlords of Draenor (Nov 2014)

World of Warcraft (WoW) as a product – expansions

Retrieved from Wikipedia on January 15, 2014

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1. Just games?

q  Created by Riot games q  Free-to-play, micro-transactions q  27M daily players, 67M monthly

… now look at League of Legends

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1. Just games?

A whole business around games, e.g., eSports

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2. Game production overview

q  The set of activities through which a game idea/concept is turned into a game, its release, evolution, and retirement §  Informal definition, but captures the essence

What is it?

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2. Game production overview

q  A publisher provides the resources for a game to be built q  A developer creates the game in a way that satisfies the

publisher’s needs

Production model 1: publisher-based

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2. Game production overview

q  No publisher exists q  The development team has to find out an effective revenue

model, has to do PR/advertising, takes all of the risks q  Getting popular with digital distribution

§  Sell the game through a website §  The digital distributer gets a revenue percentage (~30%)

Production model 2: indie development

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2. Game production overview

q  Main responsibility: to ensure that a game is created and that code is released on time

q  In other words? §  Help converging towards the same vision §  Manage/coordinate the development team §  Set the deadlines §  Monitor progression §  Cope with technical problems §  Cope with personnel issues §  Interact with third-parties (outside the team)

A producer, roughly

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2. Game production overview

A producer in action

Game development team Producer Management / publisher

Artists Designer

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2. Game production overview

A producer in action

Game development team Producer Management / publisher

Artists

Sure, the designer should know this is not feasible in a week. How long do you guys need?

Designer

Conflicts

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2. Game production overview

A producer in action

Game development team Producer Management / publisher

Artists Designer

Why don’t we keep that super-complicated level for the expansion pack in Q2?

Last-minute ideas

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2. Game production overview

A producer in action

Game development team Producer Management / publisher

It’s not that the team doesn’t like your masterpiece, they are too busy to appreciate now

Artists Designer

Emotions

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2. Game production overview

A producer in action

Game development team Producer Management / publisher

A penalty? No worries, we will deliver on time.

Artists Designer

Money and deadlines

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2. Game production overview

Production cycle

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2. Game production overview

q  The production cycle, version by JP van Seventer (managing director of the Dutch Game Garden, 2013-2014 edition of game production)

Production cycle

Degree of freedom / creativity in the team

Time

100% playable milestone

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3. Pre-production

q  Defines the essence of the game §  What is the game? §  How long will it take to make it? §  How many people? §  How costly?

q  Duration may vary significantly §  Estimate: 10-25% of the total development time

q  Main outcome: game plan §  A roadmap for finishing the game §  Two key components of the game plan are

a.  game concept b.  game requirements

Let’s get the game started!

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3. Pre-production

q  The concept is a solution to a problem q  So, what is the question/problem?

§  Would a Formula 1 game in absence of gravity work? §  Can we make success with a Fruit-Ninja-like game?

q  Who comes up with this? §  Publisher, team member, producer, brainstorming, …

q  Role of the producer §  Help concretize an abstract concept §  Goals, main game play elements, genre, platforms, mission §  Come up with a prototype §  Deliver to studio management and publisher

a. Game concept

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3. Pre-production

q  What features shall the game support? §  Art, design, engineering, project constraints, documentation

q  Team members should be involved to develop a sense of ownership of the game

q  Requirements are prioritized q  Milestones and deliverables q  Requirements need approval by the decision-makers

§  Studio management §  Publisher §  Marketing

b. Game requirements

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3. Pre-production

Some artifacts from pre-production

Game pitch

Game mechanics

Game schedule

Art sketches ���(from Pac-Man)

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4. Production

q  The team begins producing assets and code that will end up being part of the game

q  The line between preproduction and production is thin §  In some cases, the prototype is not thrown away! §  Production starts when the decision-makers approve the

prototype

q  If all is well planned in pre-production, then production will go smooth §  Really?

The production phase

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4. Production

q  Only for PS3, 92 cancelled games in Wikipedia

Cancelled games

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4. Production

q  Official reports §  “The quality was not adequate for our standards”

q  Truth §  No certainty

q  Informed guesses §  Too many bugs (some reports exist on that) §  Team clashes §  Key developers leave §  Bad planning (too optimistic) §  Bad reception by testers §  Others?

Cancelled games: why?

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4. Production

q  The producer communicates the final plan to the team §  Make it publicly available §  Keep it updated!

q  Use a tracking tool to monitor tasks §  Good for known knowns §  How about known unknowns?

•  Is anyone going to leave the team? §  How about unknown unknowns?

Planning and tracking

http://www.youtube.com/watch?v=GiPe1OiKQuk

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4. Production

A counterpoint: Scrum

q  No complete planning beforehand

q  Do a partial planning based on the most wanted features q  Conduct a “sprint” where the most urgent features are

implemented q  Review the result with the stakeholders

q  Do another partial planning…

By far the most popular paradigm in indie games

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5. Testing

Also known as Quality Assurance

q  A critical phase for any software artifact §  Even more crucial for games §  A buggy game is not going to be bought §  A buggy word processor is going to be bought, then fixed §  Avoid crash bugs

q  A quality assurance team is needed §  Continuous check, at every milestone

q  Key principles §  Testers are disjoint from developers. Why? §  Involve external testers on alpha/beta versions. Why?

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5. Testing

Plan validation

q  The QA team’s main responsibilities are to §  Write the test plan §  Validate the game against the plan

q  Test plan based on assets and features in the game plan §  If the game plan is outdated, QA cannot derive adequate tests

q  Testing shall be conducted in all conditions §  For each supported language §  Different operating systems, sound cards, video cards

q  Duties §  Report bugs §  Verify bug fixes

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5. Testing

Code release

q  Not a one-shot activity, it is actually a process q  Code release shall be scheduled by the producer

§  After all major bugs are fixed §  Allowing ample time for the QA to make final checks §  Ideally, the entire test plan shall be run against the Code

Release Candidate version §  If all right, then release

q  If console game, the manufacturer will need to approve

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6. Post-production

q  Post-production is as important as the other phases §  Don’t overlook it §  Why? Learn from experience

q  Conduct a postmortem §  What were the strengths of the project? §  What were the weaknesses? §  Important for everyone in the team §  Fundamental for the producer

q  Archive the plan §  Create a closing kit §  This contains documentation, code, art, assets, music, …

We released… aren’t we done?

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6. Post-production

Some publicly available postmortems

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6. Post-production

Resident Evil 4 (2005) – what went right

q  Cutscene Integration: how to shift playable portions of games into atmospheric pre-rendered movies

q  Improved technology: current consoles key enablers for some features of the game, e.g., complex facial animation

q  Improved workflow: enabled designers to contribute more frequently and more directly

q  …

http://www.gamasutra.com/view/feature/195143/postmortem_resident_evil_4.php

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6. Post-production

Guacamelee! – what went wrong

q  Managing personalities and leadership: §  Some personalities were very strong §  Some fights in the team §  The studio had a too informal structure §  The structure was revised while the project was running

q  Memes and references offended some people

http://www.gamasutra.com/view/feature/200658/postmortem_drinkbox_studios_.php?

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7. Teams

Roles on the team

q  In a game production project, there are many roles

q  Some data about team sizes §  10 to 100 people, for most games §  Smaller teams exist for casual games §  Larger teams too. Extreme case: GTA V

•  1,000 people •  Multiple studios in different countries •  Development cost: US$137 Million

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7. Teams

Cost of US$ 137 Million: so what?

Some updates: - Call of duty: Ghosts – 1 day - Destiny – US$ 500M in 1 day

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7. Teams

q  Producers are in charge of managing the team that develops the game §  Keep them happy §  Not involved in asset creation §  Monitor work §  Resolve conflicts §  Deal with the hiring process §  Track schedules §  Manage external relationships

Production roles

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7. Teams

q  Executive producer (5-10 years of experience) §  Oversee multiple projects §  Focuses on broad production tasks (no scheduling or the alike) §  Reports to the vice president or the chief executive officer

q  Producer (3-5 years of experience) §  In charge of a single game §  One of the most visible people on the project §  Make sure the game is delivered on time §  Facilitates the development process §  Works closely with external partners

q  Associate producer §  Assist the producer with all aspects of the game §  Can be in charge of a major element, e.g., localization, music

Producers hierarchy (in large companies)

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7. Teams

q  Developer producer §  Manages the development team §  Works closely with art, engineering, design, QA leads §  Involved in the day-to-day production of the game

q  Publisher producer §  Represents the publisher’s interests §  Oversees non-production departments

•  Sales •  Marketing •  Localization

q  These two producers are in tight contact §  It is very important that they are in good relationships

Two types of producers

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7. Teams

q  Art §  Art director (gives the vision) §  Lead artist (the manager) §  Concept artist, world builder, level designer, asset artist,

animator, technical artist, marketing artist q  Audio

§  Sound designer §  Composer

q  Engineering §  Technical director §  Lead engineer §  Engineer: network (multiplayer), sound, graphics, tools (for

scripting, localization, engine), Artificial Intelligence

Art, audio, and engineering roles

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7. Teams

q  Design: responsible for a compelling and immersive gameplay

q  Different functions depending on the phase §  Pre-production: transform ideas into game elements §  Production: script missions, write dialogue, play testing

q  Main roles §  Creative director §  Lead designer §  Designer: systems, UI, level, script §  Writer

q  Testing §  Lead QA Tester §  QA Tester

Design and testing roles

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7. Teams

Organization: small teams

q  Minimal structure q  Usually, one person playing more roles

§  E.g., the producer is also the lead designer

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7. Teams

Organization: large teams, producer-as-a-leader

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7. Teams

Organization: large teams, with executive producer

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8. Game engines

q  Different games share a lot of commonality §  Consist of objects §  Have AI, graphics, sound, …

q  Since the 80s (but more prominently in the 90s), game studios have been using game engines §  A system for the creation of a videogame §  Basic functionalities are embedded

•  2D/3D rendering •  Physics engine •  Sound •  Scripting •  Animation •  AI •  Networking •  Localization

Don’t build games from scratch!

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8. Game engines

Illustration

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8. Game engines

How a game engine works

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8. Game engines

q  Game engines do often make use of scripts §  Created using a scripting language §  Not compiled, interpreted

q  Pros §  Ease of development (less technical programming) §  Low-level things taken care of (fewer errors) §  Faster iteration time (no full re-compile needed)

q  Cons §  Worse debuggers §  Performance §  Interface with rest of the game (no “export” primitive)

q  Implications on hiring?

Scripting languages

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8. Game engines

q  Game Maker: Studio §  Initially developed by a former colleague, Mark Overmars §  Widely used to develop 2D games §  Targets entry-level programmers

q  Unity3D §  Fast-growing §  Very complete for 3D

q  Unreal Engine §  (Perhaps) the best for 3D §  Gaining popularity due to a 2013

change in its business model

Well-known game engines

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8. Game engines

q  Integrated visual editor q  Graphics in DirectX or OpenGL q  Asset import q  Shaders q  Physics q  Terrain modeling + vegetation q  Audio + video q  Scripting q  Networking support q  Database connectivity q  Shadow & Light + particle emitters

What’s in Unity?

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Wrap up

q  Producing games is a serious business (high revenues, challenging task)

q  The game producer oversees the process, and takes responsibility for successful completion

q  The interdisciplinary process makes things hard

q  Reuse is pervasive: game engines