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Chapter 3.1 Teams and Processes. CS 44552 Programming Teams In the 1980s programmers developed the whole game (and did the art and sounds too!) Now programmers.

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Presentation on theme: "Chapter 3.1 Teams and Processes. CS 44552 Programming Teams In the 1980s programmers developed the whole game (and did the art and sounds too!) Now programmers."— Presentation transcript:

1 Chapter 3.1 Teams and Processes

2 CS 44552 Programming Teams In the 1980s programmers developed the whole game (and did the art and sounds too!) Now programmers write code to support designers and artists (who are the real content creators)

3 CS 44553 Programming Areas Game code –Anything related directly to the game Game engine –Any code that can be reused between different games Tools –In house tools –Plug-ins for off-the-shelf tools

4 CS 44554 Team Organization Programmers often have a background in Computer Science or sciences They usually specialize in some area (AI, graphics, networking) but know about all other areas Teams usually have a lead programmer They sometimes have a lead for each of the major areas

5 CS 44555 Skills and Personalities Successful teams have a mix of personalities and skills: –Experience vs. new ideas –Methodical vs. visionary

6 CS 44556 Methodologies A methodology describes the procedures followed during development to create a game Every company has a methodology (way of doing things), even if they don't explicitly think about it

7 CS 44557 Methodologies: Code and Fix Unfortunately very common Little or no planning Always reacting to events Poor quality and unreliability of finished product “Crunch” time normal

8 CS 44558 Methodologies: Waterfall Very well-defined steps in development Lots of planning ahead of time Great for creating a detailed milestone schedule Doesn't react well to changes Game development is too unpredictable for this approach

9 CS 44559 Methodologies: Iterative Multiple development cycles during a single project –Each delivering a new set of functionality The game could ship at any moment Allows for planning but also for changes

10 CS 445510 Methodologies: Agile Methods Deal with the unexpected Very short iterations –2-3 weeks Iterate based on feedback of what was learned so far Very good visibility of state of game Difficult for publishers or even developers to adopt because it's relatively new

11 CS 445511 Common Practices Version control –Database with all the files and history. –Only way to work properly with a team. –Branching and merging can be very useful. –Used for source code as well as game assets.

12 CS 445512 Common Practices Coding standards –Set of coding rules for the whole team to follow –Improves readability and maintainability of the code –Easier to work with other people's code –They vary a lot from place to place Get used to different styles

13 CS 445513 Common Practices Automated builds –Dedicated build server builds the game from scratch –Takes the source code and creates an executable –Also takes assets and builds them into game- specific format –Build must never break

14 CS 445514 Quality Code reviews –Another programmer reads over some code and tries to find problems –Sometimes done before code is committed to version control –Can be beneficial if done correctly

15 CS 445515 Quality Asserts and crashes –Use asserts anytime the game could crash or something could go very wrong –An assert is a controlled crash –Much easier to debug and fix –Happens right where the problem occurred –Don't use them for things that a user could do Open a non-existing file Press the wrong button

16 CS 445516 Quality Unit tests –With very large codebases, it's difficult to make changes without breaking features –Unit tests make sure nothing changes –Test very small bits of functionality in isolation –Build them and run them frequently –Good test harness is essential

17 CS 445517 Quality Acceptance test (or functional tests) –High level tests that exercise lots of functionality –They usually run the whole game checking for specific features –Having them automated means they can run very frequently (with every build)

18 CS 445518 Quality Bug database –Keep a list of all bugs, a description, their status, and priority –Team uses it to know what to fix next –Gives an idea of how far the game is from shipping –Doesn't prevent bugs, just helps fix them more efficiently

19 CS 445519 Leveraging Existing Code A lot of code that games use is the same It's a total waste of time to write it over and over Instead, spend your time in what's going to make your game unique Avoid Not Invented Here (NIH) syndrome!

20 CS 445520 Leveraging Existing Code Reuse code from previous project –Easier in a large company if you have an engine and tools group Use freeware code and tools –No support –Make sure license allows it

21 CS 445521 Leveraging Existing Code Middleware –Companies provide with components used in game development physics, animation, graphics, etc Commercial game engines –You can license the whole engine and tools and a single package –Good if you're doing exactly that type of game

22 CS 445522 Platforms PCs –Includes Windows, Linux, and Macs –Can have very powerful hardware –Easier to patch and allow for user content –Need to support a wide range of hardware and drivers –Games need to play nice with other programs and the operating system

23 CS 445523 Platforms Game consoles –Current generation PS2, Xbox, GameCube –Fixed set of hardware – never changes –Usually use custom APIs – not very mature –They have very limited resources –Currently much better sales than PC games (although that changes over time)

24 CS 445524 Platforms Handhelds and mobiles –Extremely limited hardware (although rapidly improving) –Programming often done in lower-level languages (C or even assembly) However, DS and PSP in C++ –Much smaller projects, teams, and budgets –Emerging market

25 CS 445525 Platforms Browser and downloadable games –Small games – mostly 2D –Need to be downloaded quickly –Run on the PC itself (on any browser usually)

26 CS 445526 Platforms Multiplatform development –The closer the platforms, the easier the development –Use abstraction layers to hide platform-specific code –Choice Target the minimum common denominator for platforms (easy, cheap), vs. do the best you can in each platform (more expensive and time consuming)

27 Chapter 7.1 Game Production and Management

28 CS 445528 Concept Phase Where concepts come from –Sequels –Film licenses –Technology re-use –Occasionally, original concepts get greenlit Producing the conceptual design Green light

29 CS 445529 Milestones Highly detailed, specific Quantifiable, measurable Due dates Avoid terms like “alpha” and “beta” unless clearly defined Milestone approval cycles

30 CS 445530 The Technical Design Document GDD is a statement of the problem; TDD is a statement of the solution Foundation for the programming work Identify technical challenges Plan for technical solutions Set forth asset format guidelines

31 CS 445531 Scheduling Generate task lists from GDD & TDD Plan everything –Programming –Assets –Demos –Approvals –Green lights –Vacations, holidays –QA Work backwards from completion

32 CS 445532 The Golden Spike May 10, 1869 – Promontory, Utah Start at both ends, work towards the middle (alpha and/or beta) The back end cannot be compressed Determine target beta date to achieve desired ship date Can game achieve beta by target date?

33 CS 445533 Adjusting the Schedule Add people to reduce development time? Deliver assets on time –Don’t make programmers wait for assets Prioritize feature set –Lower priority features to be done later if possible Look for bottlenecks –(feature-technology interdependencies)

34 CS 445534 Production Phase Programming now underway Kicking off tasks – art creation –Art lists –Art asset file naming conventions –Art asset tracking –Art asset approval cycles –Art asset delivery formats

35 CS 445535 Red Flag Spotting The usual causes of red flags: –Team conflicts –Personnel issues –Design problems –Money troubles –Technical glitches –Change requests –Schedule delays Take immediate action

36 CS 445536 Kicking Off Tasks - Audio Sound list Music specification Story text Voice-over script Creation of sounds Creation or licensing of music Recording of voice-overs

37 CS 445537 First Playable – Proof of Concept Keeping everyone on board –Licensor(s) –Platform holder(s) –Executives –The Team The Cerny method (google it!) Keeping the momentum going

38 CS 445538 The Multitasking Producer Time management Managing mid-production Expecting the unexpected Red flags in mid-production Design by committee = consensus? Late production

39 CS 445539 Quality Assurance Test plan The QA database QA – the view from inside The QA-producer relationship


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