IMGD 1001: Game Development Timeline

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Presentation transcript:

IMGD 1001: Game Development Timeline by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

Outline Game Timeline (next) Team Sizes Claypool and Lindeman, WPI, CS and IMGD

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) Claypool and Lindeman, WPI, CS and IMGD Based on notes from Mark Overmars

Concept Define game concept Define core game features Find/Assign developer Estimate budget & Due date Van Helsing 3rd person shooter for the PS2 and Xbox Released 2004 Developer: Saffire Publisher: Vivendi Key: Guns and ammo as upgrades Finishing move – 5 kills then single kill after 1 hit Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Concept: Van Helsing (1 of 4) Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Concept: Van Helsing (2 of 4) Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Concept: Van Helsing (3 of 4) Pre-Production Video Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Concept: Van Helsing (4 of 4) Finished Concept Video Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

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) Claypool and Lindeman, WPI, CS and IMGD Based on notes from Mark Overmars

Prototype or 1st 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! Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

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 Claypool and Lindeman, WPI, CS and IMGD 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 Claypool and Lindeman, WPI, CS and IMGD Chapter 7.3, Introduction to Game Development

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 Claypool and Lindeman, WPI, CS and IMGD 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! Claypool and Lindeman, WPI, CS and IMGD Chapter 7.3, Introduction to Game Development

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 Developers may not have much power And it probably doesn't matter as many games don’t succeed, anyway Claypool and Lindeman, WPI, CS and IMGD 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 Claypool and Lindeman, WPI, CS and IMGD Chapter 7.3, Introduction to Game Development

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 Developers then get next "lump" of money Evaluates market potential Adjusts unit forecasts accordingly Then, additional stages: Beta Gold Master Claypool and Lindeman, WPI, CS and IMGD Chapter 7.3, Introduction to Game Development

Prototype: Red Ninja (1 of 3) Red Ninja, PS2, released 2005 Publisher: Vivendi Developer: Tranji 3rd person fighting Fluid movement Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Prototype: Red Ninja (2 of 3) Pre-Production Video Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Prototype: Red Ninja (3 of 3) Final Production Video Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

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 people: project leader, software planner, lead architect result: full technical specification Claypool and Lindeman, WPI, CS and IMGD 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 Claypool and Lindeman, WPI, CS and IMGD Based on notes from Mark Overmars

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) Claypool and Lindeman, WPI, CS and IMGD

Alpha Definition Feature complete "Localization" begins Focus test Play testing Marketing continues Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Alpha: Crash Bandicoot (1 of 2) Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Alpha: Crash Bandicoot (2 of 2) Crash Bandicoot Video Claypool and Lindeman, WPI, CS and IMGD

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 Claypool and Lindeman, WPI, CS and IMGD 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) Claypool and Lindeman, WPI, CS and IMGD

Stages of Development: Beta Polish, polish, polish Game balancing Localization continues Demo versions Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Other Milestones: Gold Master Definition At Gold Master stage, a game should: Be sent to the platform holder/s (where applicable) for TRC (Technical Requirements Checklist) testing Be sent to press for review Be sent to duplication for production Be backed up and stored (Continued next slide) Claypool and Lindeman, WPI, CS and IMGD Based on notes from Mark Overmars

Final/GMC/Gold The Game is "Done" Testing, testing, testing Intense pressure Submit to console developers Manufacturing timing Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Post-Mortem Analysis of PR, marketing Analysis of production, source Code What went right What went wrong Archive all assets Kick-off the Sequel! Claypool and Lindeman, WPI, CS and IMGD Based on notes from Neal Robison, ATI

Outline Game Timeline Team Sizes (next) Claypool and Lindeman, WPI, CS and IMGD

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 Claypool and Lindeman, WPI, CS and IMGD Laird and Jamin, EECS 494, Umich, Fall 2003

Development Team 1988 Sublogic’s JET (early flight sim) 3 Programmers Sublogic later made scenery files for Microsoft flight simulator 3 Programmers 1 Part-Time Artist 1 Tester Total: 5 Claypool and Lindeman, WPI, CS and IMGD Laird and Jamin, EECS 494, Umich, Fall 2003

Development Team 1995 Interplay's Descent 6 Programmers 1 Artist Used 3-D polygon engine, not 2-D sprites 6 Programmers 1 Artist 2 Level Designers 1 Sound Designer Off-site Musicians Total: 11 Claypool and Lindeman, WPI, CS and IMGD Laird and Jamin, EECS 494, Umich, Fall 2003

Development Team 2002 Total: 19+ THQ’s AlterEcho 1 Executive Producer 1 Producer 4 Programmers 2 Game Designers 1 Writer 3 Level Designers 3 Character Modelers and Animators 1 2d and Texture Artist 1 Audio Designer 1 Cinematic Animator 1 QA Lead and Testers Total: 19+ Claypool and Lindeman, WPI, CS and IMGD Laird and Jamin, EECS 494, Umich, Fall 2003

Development Team 2007 2K’s Bioshock Boston: Australia: Shanghai: Programmer: 1 Artists and Animators: 15, plus 2 borrowed from Firaxis Designers: 6 in-house, 1 contract Audio Developers: 2 in-house, 7 contract Producers: 3 in-house, 2 contract Testers: 13 contract, plus 8 on-site publisher testers Australia: Programmers: 12 Artists And Animators: 10 Designers: 5 Audio Developer: 1 Producers: 2 Testers: 1 in-house, 7 contract Shanghai: Artists And Animators: 12 Designers: 3 At peak: ~90 developers, 30 contractors, 8 on-site publisher testers http://www.gamasutra.com/view/feature/3774/postmortem_2k_boston2k_.php Claypool and Lindeman, WPI, CS and IMGD

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) Claypool and Lindeman, WPI, CS and IMGD Laird and Jamin, EECS 494, Umich, Fall 2003

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 Claypool and Lindeman, WPI, CS and IMGD