and 
March 2001
The ABC’s of Running a Development Project -- Part 2
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.
If you missed Part 1, click
here.
PRE-PRODUCTION
DESIGN, TECHNICAL DESIGN, AND PLAYABLE
PROTOTYPE
As budgets for game development have and
will likely continue to increase, it is often best to consider one or
two stages of pre-production before full development. In these stages,
the full design, technical design, and playable prototype on target
hardware should be completed and together define and prove the
fundamental game play, character animation, and underlying technology.
Not only does this phase of development give you the Producer an
opportunity to see if the team "gets" the vision, you will
learn how the team works together: if the team can meet milestones, and
if your targeted development budget and schedule are realistic. Develop
monthly milestones for the prototype phase to both track development and
to get a sense for how the team interprets and responds to these
milestones. This will facilitate the process of drafting milestones for
full development of the project.
THE DEVELOPMENT SCHEDULE AND MILESTONE
DESCRIPTIONS
A full development schedule with detailed
milestone descriptions should be drafted as part of the technical design
in Pre-Production. The purpose of this document is to provide structure
and a method by which to measure the development effort, not to be a
detailed blueprint for construction. Consider a format that, for each
milestone, defines:
| |
Objective |
| |
Design Tasks |
| |
Programming Tasks |
| |
Art Tasks |
| |
Music Tasks |
| |
Other Tasks |
| |
Completion Test |
| |
Risk Assessment |
| |
Due Date |
| |
Payment Due Upon Completion |
Descriptions of each task should be
objective, though neither too detailed nor too vague.
Tool development and core engine
technology should be accounted for in the milestone schedule. It is also
important that the core game play features and technology (those which
may not have been proven in the prototype phase) be addressed early in
the milestone schedule. For example, in an action, platform game, it is
important to prove early on the basic mechanics and move set parameters
of the main character, such as jump distance, so that levels can be
constructed accordingly. It is best to take time early in the project to
determine these details, rather than backtrack later in development.
Once this has been achieved, development of other levels can be
completed with relative ease. The milestone schedule needs to also
account for work from outside vendors, such as FMV or music production.
Signing music artists often takes a considerable amount of time. Account
for this.
Development of demo versions, tradeshow
versions, and marketing materials, as well as vacations, and the
inevitable holiday and flu seasons are often overlooked but should be
accounted for when drafting the milestone schedule. These are realities.
Let’s take a look at a sample milestone
schedule for Big Time Rodeo:
|
BIG TIME RODEO
Milestone Schedule
Milestone 1
Objective:
Complete tool and engine development. Bull riding and barrel
racing play mechanic is responsive and fun.
Design:
Refine bull riding and barrel racing play mechanics.
Anims for Opponents 5 - 8. Bulls 6-10, Broncos 6-10, Semi-Pro
locales.
Programming:
Complete edits to animation tool. Edit camera logic to track player properly. Complete bull
riding and barrel racing play mechanic.
Art: Alpha art for
artwork completed during prototype phase:
Opponents 1-4, Bulls 1-5, Broncos 1-5, Rookie locales.
Jack and Amber anims on bull
and on horse for calf roping.
Concept art for Opponents 5-8,
Bulls 6-10, Broncos 6-10, Semi-Pro
locales.
Music: Identify three
potential music composers.
Completion Test:
Animation tool is fully functional. Camera logic tracks the
player properly when riding bull and barrel racing. Player can
ride bulls 1-5 and barrel
racer on broncos 1-5. Controls will properly respond.
Jack/Amber will fall from bull appropriately. Jack/Amber will
knock down barrels. Basic timer works for both events.
Concept art for Opponents,
Bulls, Broncos, meet theme.
Profiles of three music
composers obtained.
Risk Assessment: Jack
and Amber’s anims in bulls and broncos are dependent upon completion of the animation tool
edits due first week.
Due: May 31, 2000
Payment: $100,000
2 – 12 … Define these
similarly.
Alpha
All circuits, events, and
characters are fully functional and playable, though game play
needs to be tuned some. Game artwork is near final. Glue
screens, tally screens, and FMV sequences are included, though
placeholder artwork and FMV may be included in some cases.
Music and sound effects are near final.
Due: May 31, 2001
Payment: $100,000
Beta
The game is fully tuned, artwork
and music is final. All known standard and class
A bugs have been fixed. Game is ready for final bug testing.
Due: July 31, 2001
Payment: $100,000
Gold Master
The game has passed test and is
ready to send for manufacturing.
Due: September 15, 2001
Payment: $150,000
PAL
The PAL version of the game has
passed test and is ready to send for manufacturing.
Due: September 30, 2001
Payment: $25,000
Japan
The Japanese version of the
game has passed test and is ready to send for manufacturing.
Due: October 15, 2001
Payment: $25,000
|
INTERNATIONAL APPEAL
The prototype phase is also an ideal time
to give consideration to the international appeal of the game. If
possible, receive input from Japanese and European counterparts and
tailor the design and prototype to allow for broad appeal. This
obviously is beneficial to the global success of the product and for all
parties involved.
Once pre-production is complete, and the
game has been green-lighted by the executive staff for full production,
the fun can really begin. Though there still is a mountain to climb, an
important plateau has been reached. The "framework" of your
project has been built upon the original foundation, or spirit, of the
project. There should be a sense, even at this early stage, that
something special is in the making.
FULL PRODUCTION
TRACKING PROGRESS
Your game is now in full development. The
spirit of the game is alive, the framework is in place, and it's now a
matter of execution. However, as we all know, not all goes as planned.
It is the role of the Producer though to be the pillar of strength
through the inevitable storms.
Good and frequent communication with your
team will be your greatest asset. It is important that your team knows
that you are there for them and that information is articulated as
objectively as possible. Over-communicating is better than not
communicating enough. Remember that the world is not as it is, but as
one sees it. The way you see the world will undoubtedly be different
from that of the members of your team, especially given that you are
dealing with both extreme left and right brained people. As the
Producer, you need to always be aware and understanding of this.
Though payable milestones are generally
due on a monthly basis, it is best to track progress regularly on a
weekly basis. If you are working with an external development group,
consider asking for weekly objectives on Monday and then reviewing
progress on Friday. If the team is slipping, get to the source of the
problem immediately. Encourage the team to work that extra weekend now
to make up for a slip in the weekly schedule rather than to cram at the
end of the month to make the milestone delivery. This will help to keep
the development process consistent rather than one with peaks and
valleys that ultimately contribute to fatigue and burnout. Further, this
intermediate weekly communication will help the developer keep on the
correct creative path and facilitate prompt approval upon submission of
the completed payable monthly milestone.
As necessary, update the design and
development schedule. Make it known to the developer that this is an
important task and a practice that is to be maintained regularly from
the beginning of the project.
During development, respond to the needs
of your developer with a sense of urgency. Whether it be a piece of
equipment that your developer needs, or feedback to a payable milestone,
regard it as a hot potato. Your developer is awaiting your leadership
and feedback, often nervously, so better to relieve this stress to your
team sooner than later to keep the team motivated and happy.
KEEPING THE TEAM HAPPY THROUGH THE
GOOD, THE BAD, AND THE UGLY
In running the project, you will need to
keep the team, this living, breathing, organism that is realizing the
vision, happy. Here are a few suggestions.
Praise.
It can go a long way, if given sincerely
and when deserved, especially when the team or an individual has gone
beyond the call of duty. This positive feedback lets the team or
individual know what you like, and the team will generally respond with
more of the same.Read between the lines and be proactive
in calling potential problems to the table early on. A developer may mention something in
passing or in a very polite and conversational manner. If there is any
thought that something is askew, pry a bit to see if there is
something more irksome beneath the surface. This may be just what your
developer wants you to do. I once produced a gambling game and noticed
that one of the more respected programmers in the company seemed
uncharacteristically less than enthused about his work and reluctant
to talk about the game. I asked him if he enjoyed working on the
project, and he confided that, though his work was important to him,
as a Mormon, he objected to gambling. This was a conflict for him. As
there wasn’t another project to which he could be assigned, we
agreed to not put his name in the credits. This was sufficient, in
this case, to ease his mind and he then worked much more effectively
on the project.
Resolve conflict through open
communication. Conflict is usually a symptom of
miscommunication, or lack of communication. It could be that the lead
programmer is irritated with a design decision that was made, for
example, and as he is especially tired near the end of the project, he
is not holding his feelings back. It is important to get to the root
of the conflict quickly, without getting sucked into the conflict
itself, so that matters do not escalate. You, as the Producer, need to
be that pillar of strength during these times and find creative ways
to resolve conflict. This often requires some psychology on your part,
recognizing the human element. Get into the heads of those in
conflict. It may be that you need to give the programmer a day off to
get some rest and regain perspective. Or it may be best to bring the
designer and programmer together to openly discuss the issue. You may
need to remind the programmer of the earlier discussion (and agreement
hopefully) of each person’s role on the project and ask that he
trust the designer to do his job.
BRINGING IN MARKETING, PUBLIC RELATIONS,
AND SALES
It is important to see Marketing, Public
Relations, and the Sales force as your allies throughout the development
of the project. It is best to educate them from your perspective on all
aspects of the game. It is just as important to consider their input on
the product. Marketing, for example, can help in defining the main
character for the target market. They should also be consulted to
determine when demos and marketing materials will be needed from the
developer. Marketing can also assist in providing market research and
gathering data through focus testing. Sales can provide valuable
feedback from retailers. The more educated and familiar these parties
are about the product, and the more you consider their input, the better
the chance for the success of the product.
FINAL PRODUCTION
ALPHA, BETA, AND GOLD MASTER MILESTONES
Undoubtedly you will need to let go of
some of those great ideas you had at the beginning of the project.
Ideally, the milestones have been prioritized such that the ideas to be
left on the shelf are not core elements of the game. At the Alpha stage
of development, it is time to reassess the remaining work to be done,
give consideration to new ideas that have germinated over the course of
the project, and incorporate them into the schedule if they are viable.
This may help to motivate the team through to the end.
It is especially important that you
nurture the team through the final phases of development. Final testing
can be an especially difficult time. The bugs seem to never end and some
are seemingly impossible to fix. The programmer may have some anxiety as
to the integrity of a piece of code. As the Producer, this is yet
another storm to weather. Do so by facilitating in anyway possible.
Consult with technical support, for example, to help solve technical
problems. Send a care package to your development team, or better yet,
to the families from which they have been absent of late. "Whatever
it takes" should be your motto at this stage of development.
TESTING
It is important that the Producer define
a method with the developer for bug reporting.
Developers often like to receive bugs as
soon as they are found, versus waiting a day or more for full testing of
a version. With a proper procedure in place, this can be accommodated.
Consider a live database that includes Open, Fixed, and Waived bugs.
Bugs might be prioritized into four categories:
Standards Platform holder or
Publishers standards. Must fix
A Crash bugs and bugs that
severely impair the game experience.
B Obvious, but less severe bugs.
If fixed, will improve the polish and overall impression of the game.
C Minor bugs. Fix these if done
so easily.
It is also important to note the tester
that reported the bug and the version of the code on which it appeared.
The Producer should review the bug report
and filter bugs before they are sent to the developer. The bug report
should be well structured and easy to read. Descriptions of the bugs
should be clear and concise. Avoid submitting redundant bugs to the
developer. If there is any question as to the nature of a bug, try to
recreate it yourself to understand it more fully so that you can convey
it clearly to the developer. Know what bugs are important to fix and
those that can be let go for the sake of time and sanity. Resist your
temptation for perfection and accept excellence.
REJOICE!
And when its all over, remember to
celebrate! Allow yourself and the team time to acknowledge the hard work
and long hours, and appreciate the opportunity you have been given to do
what you love to do.
Management Resources
Management is an exhaustively studied
topic and this article is only one example. To learn more about the
"Art of Management" you should consistently read, listen to
tapes, and watch videos. As you develop your management skills, you will
advance in your career. Unfortunately, only a small percentage of the
workforce actively takes the initiative for personal and professional
growth.
Management and Personal Growth
From a pure management perspective, take
the time to learn about management from "gurus" like Ken
Blanchard and Peter Drucker. Blanchard is co-author of The
One Minute Manager which covers goal-setting, motivating,
training, praising and even reprimanding employees. Drucker is with The
Drucker Graduate School of Management and is the well known
author of such books as The
Practice of Management and
Management: Tasks, Responsibilities, Practices.
From a personal growth perspective, one
of the most powerful programs available anywhere is a 3 -day workshop
called The Landmark Forum. Contact Landmark Education
Corporation, (415) 981-8850 or www.landmarkeducation.com
to obtain their worldwide schedule and area availability.
Finance & Accounting
Finance and accounting is the language of
senior management. Even if your job is not primarily finance oriented,
if you are leading a team it is essential to understand the basics of
finance and accounting. Operating budgets and project analysis are a
constant part of any supervisor or manager's day. Finance
& Accounting For Non Financial Managers will help you get a
basic handle on these concepts. The results will be greater power, reach
and influence on your part within your company.
Project Management
Project Management is also part of every
Producer or Team Lead type job. You need to learn the basics of Gantt
or PERT charting and project organization. You need to know how
to "think" like a manager to meet the challenges you will face
when you are in charge of any size group of people. The most
common situation within a game company is that you find Managers,
Producers, and Team Leads working on multiple projects simultaneously. The
Jugglers Guide To Managing Multiple Projects by Michael Dobson
is a helpful tool for honing your skills in this area.
BIOS
Perry Rodgers has made a career of his passion for video games. He
proved his skills as a player in the early 80’s earning world record
scores on Galaxian, Mario Bros., and Centipede, and a spot on the U.S.
National Video Game Team. He graduated from Cal Poly State University, San
Luis Obispo, with a degree in Computer Science in 1985, and proceeded to
work at Activision as an Associate Producer. He later went to Sculptured
Software, where he produced such titles as Roger Clemens Baseball
[NES] and Boxing Legends of the Ring [SNES, Genesis]. He then
secured a position at Sony Computer Entertainment America where he managed
the production of SCEA’s first party PlayStation titles, such as Crash
Team Racing, Spyro the Dragon, and Tarzan, to name but a
few. Perry is known to occasionally pull himself away from his primary
obsession and enjoy the "real" world in playing tennis, running,
and being with friends.
Marc Mencher
is a software engineer by training and worked for game companies like
Spectrum Holobyte and 3DO, before joining GameRecruiter, a game
industry recruiting firm. Marc's articles have been featured in GameWEEK,
GIG, and other industry publications. You can contact Marc directly at
marc@GameRecruiter.com
<<<<
Back to Career Features Home
<<<<
Back to The Producers Home
|