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February 2001

The ABC’s of Running a Development Project
By Perry Rodgers and Marc Mencher

The ABC’s of Running a Development Project attempts to define the primary stages and steps in managing a development effort. Although many of the ideas presented here apply for Project Managers at a development company, this article is written from the perspective of a Producer at a publishing company.

THE CONCEPT AND SELLING IT TO MANAGEMENT

It is important that your project begin with a solid foundation. In the case of a creative effort such as a development project, a solid foundation is the essential heart-felt vision or high concept that will serve as the "spirit" of the project. This vision will be the driving, motivating force that will spur you and your team on to its manifestation through the sleepless nights and the real world constraints. Alan Ball, Hollywood screenwriter, recently pitched three projects to his agent. From their conversations, his agent could tell the one project that Alan was most passionate about and suggested that he pursue it further: American Beauty. Any great work, anything worth doing, especially a project that will consume perhaps two years or more of your life, must begin with this spirit.

As a Producer, your job is twofold:

Step 1:  Conceptualize, or otherwise recognize a concept that you believe in. 

Step 2:  Sell the idea as a sound business opportunity to the executive staff at you company.

Undoubtedly, you will be asked to present your concept as a business opportunity to management. This may be necessary, for example, to secure funding for prototype development of the concept. Consider preparing the following materials for your presentation:

1.  Concept Paper
The concept paper acts much like a resume as it serves to briefly identify the high points of the concept. It is also the important first impression that many will have about the concept. Start by identifying a memorable working title by which to refer to, and then note the genre, hardware platform, and target demographic. Provide a one line visual description of the product (Marketing people will appreciate this.) Then elaborate some on the concept in the body of the paper. The personality of the game and characters should be defined as should the general macro design (e.g., number of world, levels). An example of play control is useful to give the reader an idea about the interactivity of the game. Defining the art and music style with reference to other games is also beneficial.

Let’s look at an example:

BIG TIME RODEO

CONCEPT PAPER

Genre: Arcade Sports

Platform: PlayStation 2

Target demographic: Male/Female 12 – 24

High Concept: The sport of Rodeo meets Nintendo’s Punch Out


You are rugged cowboy Jack West or cowgirl Amber Gayle competing against a host of eight other cowboys and cowgirls vying for the Rodeo National Championship.

The goal is for Jack/Amber to work their way through the Rookie, Semi-Pro, and Professional circuits. There are five competitions in each circuit. Each competition features four of eight rodeo events, including bull riding, barrel racing, and calf roping.

Human opponents, bulls, and broncos, will all have personalities of their own. In bull riding, you will start by riding relatively tame bulls with meek personalities in the Rookie circuit and evolve to take on "Black Bart", the meanest bull of them all, in the Pro circuit.

Play control is unique and requires dexterity and learned skill to be successful. For example, when a bull bucks, the player must push down (back) on the controller to counter and stay on the bull.

Art style is cartoon, much like Punch Out or Hot Shots Golf, in attempt to lighten the mood of the game and establish it as an arcade game.

Music is up-tempo, sing-along, Western, a bit goofy perhaps.

 

2.  Sample Artwork
Given the visual nature of "video" games, it will be invaluable to include sample artwork with your concept paper. In the case of Big Time Rodeo, still sketches of Jack and Amber, Black Bart, and then perhaps a mock screen shot of Jack aboard Black Bart will help to convey the style of the characters and the arcade/cartoon nature of the game.

Continued >>>>

 

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