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Lecture 6 CS171: Game Design Studio 1I UC Santa Cruz School of Engineering www.soe.ucsc.edu/classes/cmps171/Winter2010 michaelm@cs.ucsc.edu 23 Feb 2010
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UC SANTA CRUZ Postmortems Game postmortems are a regular feature in both Game Developer Magazine and Gamasutra Focus on 5 things that went right, 5 things that went wrong Reading postmortems helps you to recognize good and bad development patterns happening on your own game Doing your own project postmortems solidifies lessons for future projects
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UC SANTA CRUZ What went wrong: testing Not leaving enough time for testing – end up focusing on stability rather than gameplay details of levels and enemies http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 Beta too late to have any real impact http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php Insufficient communication between QA and development http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php Didn’t take early advantage of automated testing http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php http://www.gamasutra.com/view/news/24767/The_Game_Developer_Archives_Postmortem_Ensem bles_Age_of_Empires.php Testing with the wrong audience http://www.gamasutra.com/view/feature/3939/postmortem_singaporemit_gambits_.php?page=4 http://www.gamasutra.com/view/feature/3939/postmortem_singaporemit_gambits_.php?page=4
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UC SANTA CRUZ What went wrong: design Mistakes in level design Not progressing game mechanics and obstacles along with the story Not adequately melding design styles from multiple designers http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=4 Design decisions (like temporal variety) that multiply content needs http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=3 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=3 Balancing AI quantity (handling many units or characters) and quality (AI looking good when focus is on a single unit) http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 Lack of specified design lead to divergent efforts during balancing and tweaks http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkest_of_.php?page=4 Lack of focus on controls http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p Lack of high-level vision http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3 http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3 Overloading player with new concepts and systems http://www.gamasutra.com/view/feature/4010/postmortem_square_enixs_the_.php?print=1 http://www.gamasutra.com/view/feature/4010/postmortem_square_enixs_the_.php?print=1
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UC SANTA CRUZ What went right: design Prototyping http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=2 http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=2 http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/news/25517/Postmortem_Behind_The_Making_Of_Sucker_Punchs _Infamous.php http://www.gamasutra.com/view/news/25002/InDepth_Inside_The_Making_Of_KingsIsles_Wizard10 1.php http://www.gamasutra.com/view/news/25002/InDepth_Inside_The_Making_Of_KingsIsles_Wizard10 1.php For level-based game, focusing from the beginning on level design http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p http://www.gamasutra.com/view/news/25950/Postmortem_Behind_The_Scenes_Of_Scribblenauts.ph p Early establishment of physical metrics for player character/world interactions http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 Nailing the gameplay mechanic before content development http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=2 http://www.gamasutra.com/view/feature/4216/postmortem_freeverses_top_gun_.php?page=2 Playtesting provides feedback on difficulty arc and gameplay and builds a fan community http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php Sticking with 2D http://www.gamasutra.com/view/feature/3903/postmortem_riverman_medias_.php?page=2 http://www.gamasutra.com/view/feature/3903/postmortem_riverman_medias_.php?page=2 Physics-based gameplay http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=2 http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=2
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UC SANTA CRUZ What went wrong: project management Grossly underestimating the amount of work http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=2 http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=2 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=4 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=4 School projects versus full development http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 Adding stuff at the last minute http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 http://www.gamasutra.com/view/feature/4230/postmortem_ronimo_games_swords__.php?page=3 Didn’t investigate outsourcing companies sufficiently leading to bad experience http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=4 http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=4 Positive feedback leads to feature creep http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=4 http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=4 Crunch http://www.gamasutra.com/view/feature/4041/postmortem_gaijin_games_bittrip_.php?page=3 http://www.gamasutra.com/view/feature/4041/postmortem_gaijin_games_bittrip_.php?page=3 Inadequate analysis and planning for technical risk http://www.gamasutra.com/view/feature/3804/postmortem_brothers_in_arms_.php?page=4 http://www.gamasutra.com/view/feature/3804/postmortem_brothers_in_arms_.php?page=4
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UC SANTA CRUZ What went right: project management SCRUM http://www.gamasutra.com/view/news/25799/Postmortem_Behind_Th e_Scenes_Of_Brutal_Legend.php http://www.gamasutra.com/view/news/25799/Postmortem_Behind_Th e_Scenes_Of_Brutal_Legend.php http://www.gamasutra.com/view/feature/3804/postmortem_brothers_i n_arms_.php?page=2 http://www.gamasutra.com/view/feature/3804/postmortem_brothers_i n_arms_.php?page=2 Internal art person had great art community connections, leading to good outsourcing experience http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys _darkest_of_.php http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys _darkest_of_.php Empowering creativity across the team http://www.gamasutra.com/view/news/22710/InDepth_Behind_The_Sc enes_Of_Far_Cry_2.php http://www.gamasutra.com/view/news/22710/InDepth_Behind_The_Sc enes_Of_Far_Cry_2.php
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UC SANTA CRUZ What went wrong: tools and tech Networking code started too late http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=3 http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.php?page=3 The lure of shared technology http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=2 Loosing iterative design time due to refactoring http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=3 http://www.gamasutra.com/view/feature/4122/postmortem_crystal_dynamics_tomb_.php?page=3 Inefficient art pipeline http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=3 http://www.gamasutra.com/view/feature/4101/postmortem_ngmocodemiurge_.php?page=3 Custom tech (driven by unique gameplay features) leading to inefficiencies (“transformation tech too expensive”) http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees_grimm.php?page=5 http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees_grimm.php?page=5 Physics problems http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3 http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php?page=3
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UC SANTA CRUZ What went right: tools and tech Successfully building on tools from last project http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.ph p http://www.gamasutra.com/view/feature/4205/postmortem_twisted_pixels_.ph p Custom engine supported experimentation and fast turnaround http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkes t_of_.php?page=2 http://www.gamasutra.com/view/feature/4201/postmortem_8monkeys_darkes t_of_.php?page=2 Using an existing, well-established engine allowed focus on design http://www.gamasutra.com/view/feature/4188/postmortem_wadjet_eyes_the_.php http://www.gamasutra.com/view/feature/4188/postmortem_wadjet_eyes_the_.php Good use of middleware http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees _grimm.php?page=3 http://www.gamasutra.com/view/feature/3910/postmortem_american_mcgees _grimm.php?page=3
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