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June 2001
How to Get Your Design
Ideas into Production
By William Anderson
Have you ever asked
yourself, "How do I get one of my idea or concepts
into development?" In answer to that question, the
following are some of the
things I've learned over the years.
Before you start any new
concept or design project, you should first analyze your current situation,
as well as the needs or wants of your
target publisher or developer. Without a clear
understanding of these variables you are doomed to fail!
So lets get started…
Reviewing
your Current Situation
Before you start, ask
your self, "What do I need to pull together to
create this concept and design?" If you can do it
all by yourself -- great, but more often than not you
will need the help of some friends or colleagues.
Generally speaking, people who can fill the gaps in your
skills who are also on board with your leadership and
vision.
Next, identify what
style of products you would like to create, as there is
really no point in pitching a game
concept you have no heart for.
Make a list of the
types of games you would really enjoy creating a
concept or design for. Hopefully, you will have more than
one, as the more you have, the greater chance you
will have to find something in that group you really
want to do.
Also, do some research
to see what might be coming out in the next year.
If
the market is destined to be saturated with shooting games or
golf games then Publishers
are most likely not looking for those types of concepts
or designs anytime soon! Even if you think you might
have the killer idea that will push your
game to the top, it will still be a hard sell to the
publisher.
Lastly identify all of
the possible publishers and or developers that are doing
the types of games on your list. This may take some
research time, but the clearer you are on this, the easier
it will be to make important contacts down the road. I've never met a publisher or
developer yet who was not flattered by someone
really knowing about them and their work.
Now with this done, it's
time to really get into the thick of it…
Initial Review of the
Publishers Needs or Wants…
Before you sit down to
draft your concept, it is best to identify your target
publishers' or developers' needs or wants -- this is
critical to your chances for success. By simply matching
up what you can provide with what the publishers or developers are currently looking
(or have a
history of publishing) will make your job much easier down the
road.
Next, you should always
understand that there are two types of publishers and
developers out there, the "Needs" type and the
"Wants" type.
Each approaches from a different direction when it comes to
selecting a project for development
and each must be approached in their own way.
The
Needs Publisher or Developer
This is by
far the best type of publisher or developer to work with
as they are usually more savvy about market
trends and money making opportunities. The are also,
however, the hardest nut to
crack with a totally radical new game concept idea.
These companies have
established a rhythm for selling products, and are
extremely fearful of breaking out of that
direction when it comes to selling or pitching an idea
out of their comfort zone. My advice with this type
of company is to write a short description of your game
idea with some simple drawings of game
play and then pitch it in an informal way, just to test
the waters. If you find the waters
warm, then more than likely this company has reached a
level of success that allows them to take
more risks, or they are dying and desperately looking
for a life raft.
Obviously, try to avoid the
desperate and dying companies. If they die in the
middle of your project they could easily tie your concept
and company up in years of legal and copyright
headaches. But if the company appears stable, then work
at evolving your concept while keeping them in the information loop.
This will help you to avoid costly time delays
due to reworking the concept back in their direction.
And, don't get so
married to your concept that you become inflexible to
a publisher or developer's ideas or suggestions.
You will be surprised how far a little compromising
will take you!
Now for the Wants
Publisher or Developer
The Wants type of company
is normally looking for a killer concept that will set
the tone for their company. Be it Sega®
looking for their Sonic™, Namco® looking for
Pac-Man™ or Capcom® looking for their next
Mega-Man™ concept, they all want something that
stands out, and are willing to put some major bucks
behind it!
To establish a mascot
character and product for a publish or developer is the
Holy Grail of game design and should never
be taken lightly by any designer.
Because this type of company
may be risking a lot of money and company reputation to
establish such a property, they may
become more than a little nervous on occasion. If this
proves the case, there
are a number of key things you need to keep
in mind when dealing with such a of company:
1: Never showoff any
idea, concept or design that is only half complete,
this will only serve to freak them out. Remember
that during this early stage most companies in this
position consider themselves on the Titanic,
and at the first sign of a leak they will head for the first life raft!
Concept art and
storyboards should be clean and, if at all possible,
in full color. All designs and level layouts
should contain as many notes as possible, including
arrows showing player direction.
Lastly, and possibly one of the
hardest pills to swallow, if the main
brain or visionary behind the concept is
not very articulate with other people, then team him
or her up with someone who is! I
can't tell you how many great concepts and designs
I've seen go down it total flames just
because the designer or producer presenting the
product could not communicate well with others.
Even if you have to hire someone just for this
task alone it is money well spent!
2: Put as much concept
art as possible out there to ensure your publisher and
team that you are on the right track
and really putting great thought behind what you're
doing.
I'm a very big believer
in having lots of conceptual art behind a product. It
serves a vital roll in video game
products. For one thing, it keeps the entire team's eye
on the end goal of the product. The more concrete
the vision, the harder it will be
for distractions to throw things off. It also gives great confidence to your publisher and the
press that you are in total control of your
concept and leaving nothing to chance. And in the
field of video game production, keeping
your publisher confident can make your life really
wonderful!
Remember the Golden
Rule of Design: "Keep your Team Confident and
Focused on the Goal, and Keep your
Publisher and or Developer Confident in your
Leadership of that Team"
If you lose on either
of these maxims, you will have a hard time producing a
great game.
3:
Always keep every
aspect of your concept and design communication tight
with your team, publisher and/or developer. This is not meant to imply
you should communicate
everything to them -- that would be
impossible and impractical. But make sure, as much
as possible, that the information passed on
is correct and is not lacking anything they might
need to know to perform their jobs.
4: Don't be a
"yes man" (or woman) when working with others!
Some people believe that
you have to totally be agreeable with your team,
publisher or developer, or that you must have have a
quick sure answer to a question to get things done.
Well the fact is you
are just kidding yourself!
If something is
coming down that you really believe will negatively
effect your team, product or schedule
then speak up! And I'll pass on one of the best
pieces of advice I ever got while working as
a Product Manager and Designer for Namco: "Don't feel like you
have to give an
answer now!" Hold, wait, and think about it! Try
to keep your self from making quick and off the
cuff answers -- in the end it will save
you a lot of grief.
5: And, lastly, keep all
appointments, schedules and milestone dates with them. Always inflate your
time projections with this type of company as any
delays will only serve to diminish their
trust in your team, production and/or company.
Diving Into the
Documentation Stage
Before we dive into the
last part of this article, I would like to explain the
phases that lead into a full production, just so you
have a clear idea of the process.
First, with the
ever-increasing cost of producing a full-length video
game product you would have to be completely mad
to go into a large publisher asking for a full
commitment of cash without, what we like to call
P.O.C. or Proof of Concept.
P.O.C. is
typically one stage of your game that contains enough to
judge the following:
1: Global Features of
Playability.
2: Any Killer or
Signature Game Play Features of the Product.
3: Sample Textures and
Art Style.
In short, enough to judge
if the game is going to be any good!
So, based on this your
Concept phase is funded by you or your company, not the
developer or publisher and the POC stage would be
funded. In this way, your developer or publisher does not
have hanging over their
head the full weight of the cost of a full length
production without proof it is going to be great.
POC development can take
from 3-12 months depending on the target system,
experience and equipment of the
studio, staffing needs and many other time related
issues. And targeting your concept at a pre-existing engine you own or can buy can really speed
things up and lower POC cost. In turn, making you more
appealing to Developers or Publishers.
Wrap Up
There are a number of key
documents that you or your company will need to produce
in order to get things rolling and to
keep things on track during production. Here is the
one key to your Concept Proposal stage:
The Concept Proposal
Document.
This document should
contain the following information and anything else
you believe is important to pitch
your concept. Note that these items are some of the ones
I've run across during my years of design, but
your concept may require some other key
descriptions. Just use your best judgment.
1: Title of your
concept.
2: Mission Statement
that covers target system, ESRB rating and other key
target points.
3: Concept
overview or summary of what you are proposing. (Keep it to 1-page
if possible).
4: What makes this
product stand out! (Please don't say graphics!)
5:
What competitive
products are out there like this or somewhat like this?
6: Concept
art for your
lead character, if any! (Color always gets a stronger
reaction!)
7:
Some conceptual
drawings of your lead character in action. (Also color
if possible!)
8:
Flowchart of the
scope of your concept, including Interface, worlds and
levels.
9: Storyboards of some
of the levels, worlds and some unique mechanics of the
game.
10: What is your or
your studio's readiness to go into the POC stage of
development?
11: What will you need
after the POC stage to move to final product mode?
12:
POC Schedule and
Final Production Schedule.
13:
Staffing needs for
POC stage and staffing needs for final product.
14: Equipment needs,
outside of current equipment on-hand.
15: Who
is to main
contacts at your company for this concept proposal,
such as CEO, Creative
Director, Producer, Lead Designer, Lead Artist.
16: Final
summary of what
you need from this publisher or developer to take your
concept into the POC stage.
Remember that you may be
asked by them to add some more details to your concept
proposal before final approval, so a
little back and forth is to be expected. Also, try to
remember that if failure comes, use it to your
advantage. For example, if a publisher or developer
turns your concept down then ask them a few
follow-up questions, like:
1: Was there anything lacking from this concept in your opinion?
2: Do you have any
suggestions on how to enhance our concept or
presentation?
3: If we make all of
the changes you are looking for would you be
interested in another review?
Basically, just keep your
eyes and ears open during the entire experience, and don't
get too caught up in any one event, good or
bad. You have a lot of work ahead of you and you will
need to stay just as focused on the goal as
your team.
Bio
William Anderson is
currently President of Eagle Claw, Inc. a Game Development and
Consulting Company. He has been designing Interactive
Entertainment products for over 20 years. Just a few of his notable
accomplishments include Senior Designer on Maximo for the Sony
Playstation 2, Senior Designer on the multiple award winning game
Aladdin for the Sega Genesis, Designer of Cool Spot and Global
Gladiators. He was also responsible for the original gameplay
design for Abe's Oddysee for the Sony Playstation. You can contact Mr.
Anderson at
MagicByDzn@Hotmail.com. |