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Bring Best Practice to Mobile Game Development WANG Xu Ubisoft ShangHai.

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Presentation on theme: "Bring Best Practice to Mobile Game Development WANG Xu Ubisoft ShangHai."— Presentation transcript:

1 Bring Best Practice to Mobile Game Development WANG Xu Producer @ Ubisoft ShangHai

2 Title Click to edit Master text styles Second level Third level Fourth level Fifth level

3 Multi-Platforms Development

4 Mobile Development – Will Not Discussed India Game Development Game directly ported from its Web/SNS version Re-skinned, straight copying games Pirate games Practice of bringing social elements to mobile game

5 Let’s try to tell Some Difference Tools and Pipeline Production Value Design and Production Focus Design Iteration Management and Communication Overhead

6 Difference – Tools and Pipeline Relatively speaking, mobile games enjoy better tools Console game spare no effort on pushing pipeline to their limits

7 Difference – Tools and Pipeline

8 Difference – Production Value StoryAtmosphereCharactersUnique FlavorEpic MomentsRewardsBuzzPolish

9 Difference – Design and Production Focus Mobile Creativity games(idea) still dominate the dashboards. Game balance works as barrier of new comers thus is the priority Flexible and agile design/production process

10 Difference – Design and Production Focus Console/PC/Handheld games Systematic the game design, game loop, game mechanism game flow… Try to find the recipe of creativity and innovation. Give enough focus to 3C, sign and feedback. Heavy design/production validation process.

11 Difference – Design Iteration We received professional playtest report. It’s easier to hand over a iPhone to somebody to get his opinion.

12 Difference – Design Iteration Be rational to the feedbacks

13 Difference – Communication Overhead Agile but Scrum?

14 Bring Best Practice to Mobile Game Dev Tools and Pipelines Design Methodology Motivation is more important

15 Best Practice – Tools and Pipeline Keep checking and improving the pipeline make sure nobody in the team will need to wait for another people if he wanted to see his modification in the version.

16 Best Practice – Tools and Pipeline Automate the version checking and making process. Everyone in the team should be able to download the most recent version (the CL 5 minutes ago included) to his mobile phone through WiFi.

17 Bring Best Practice to Mobile Game Dev Tools and Pipelines Design Methodology Motivation is more important

18 Design Methodology – Perspective Keep the practice of designing the core game play for First Playable Presentation (aka. vertical slice) For F2P game, always review it from the perspective of 1 st 30 minutes’ player experience.

19 Design Methodology – Validation Strive for a lightweight design validation process, but to play fair, you have to convince them with something playable every 2 weeks at least

20 Design Methodology – Stages Still there are the stages of Concept Pre-Production Production Launch/Soft Launch Post Launch

21 Design Methodology – Concept Prototype (e.g., with Flash).Flash

22 Design Methodology – Concept Prototype

23 Design Methodology – Concept Prototype. Know the game engine.

24 Design Methodology – Pre Production Give enough focus to Control, Camera and Character, Sign and Feedback.

25 Design Methodology – Pre Production Insist to have reviewable version everyday. Insist to make it real data driven at least for top 2 more important features Never believe a feature will be polished/graphic will be good/FPS will be improved but only in last month.

26 Design Methodology Play tests don’t always tell the truth. GPP Playtest team Design Intention Designer Integrate Tags Test Instruments Results Test Instruments Results Survey Observation Grid Survey Observation Grid Playtests Results Analysis Results Analysis

27 Design Methodology

28 Design Methodology – Production/soft launch Keep thinking of prioritizing and ready to cut features

29 Bring Best Practice to Mobile Game Dev Tools and Pipelines Design Methodology Motivation is more important

30 Best Practice – Motivation Still Works For mobile project Clear objective Everybody understand and agree with it Build the communication, everybody contribute their idea on game design. Dan Pink: The puzzle of motivation (on TED)

31 Q & A WANG Xu Producer Ubisoft ShangHai xu.wang@ubisoft.com

32 Click to edit Master text styles Second level Third level Fourth level Fifth level


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