Brainstorming

Download Report

Transcript Brainstorming

Teamwork
Game Design
Vishnu Kotrajaras, PhD
Team structures in industry today
Executives
Publisher’s team
Marketing Team
QA
Producer
All contribute to design
Developer’s team
Producer
Game
Designers
Programmers
Visual Artists
QA
Specialized
Media
Publisher & developer
Sometimes the developer will do almost
everything but sell and market.
 Sometimes the publisher will do the
developing themselves, only using the
developers in specific tasks.
 Typical tasks are summarised in the
next table.

publisher
1.
2.
3.
4.
5.
Developer
Chooses the title to 1. Pitches creative
produce
ideas and demos to
publishers
Finances titles
Provides QA testing 2. Uses money from
publishers to
Market titles
produce titles,
Distributes titles
including game
design,
programming, art,
audio

Many publishers develop games
internally
– EA
– We consider the internal team as
developers too.
– The internal team usually has to manage
its own cash flow, profit, schedules, and
staffing, just like a real company.

Some developers are owned by
publishers
– Blizzard is owned by Vivendi Universal
Games
Publisher: EA Games
Developer: Lionhead Studios
Black and white
Developer’s team

We help each other
but still have our
own focus.
Battle for Middle Earth
Publisher:
EA
Games
Developer:
EA LA
Game designer









Gameplay linked with programming, art,
music, etc.
Game designer must collaborate with all
teams.
Brainstorms concepts.
Creates prototypes.
Playtests and revises prototypes.
Writes concept and design documents, and
updates them throughout production.
Communicates vision of the game to the
team.
Creates levels or work with level designers.
Acts as players.
Not all companies have designers.
 A person from some team may take this
role.
 But skill is important.
 And it’s better to separate the team.
See example

– If 1 man acts as designer and programmer,
he may let 1 feature pass because he’s too
tired to improve it. This will cause problem
in gameplay.

So it is best to do the design as a fulltime job.
CyberBoard is free
Peter Molyneux (Black & White)
Producer

Deliver game to the publisher as promised.
 Create schedule, budget, resource allocation.
 There is one on the publisher’s team, and
one on developer’s team.
– Work together to make sure both teams are acting
on the same assumption.
– Make sure both teams communicate well.
Mario Kart Double Dash
Director
Mr Mizuki
Producers Mr Sugiyama & Mr Takahashi
Producer’s responsibilities




Team leader for the developer’s team.
Main communication link between developer and
publisher.
Schedule and budget the developer’s side
Tracking, allocating, and forecasting resources.
– Hiring, firing, saying no to excessive spending request.

Make sure the developer team finishes the work on
time.
– Some tough decisions on the way.


Motivate team and solve production related problems.
Often have to be a representative to appear in the
press.
producer
Executive producer
Oversee multiple productions or an
entire development group.
 Assistant or associate producers

– Help the producer.
Game designer’s relationship with
producer

Sit down together at the start of any
production.
 Talk through the design document.
– Explain all the concepts, visions, and ideas to
producer.
– So he can craft realistic schedule and budget.

This means a designer must also understand
scheduling and budgeting.
– Read the scheduling and the budget, and be able
to understand and offer opinion.
programmers

Coders, network and systems
engineers, database programmers,
hardware support.
Programmer’s responsibilities

Drafting technical specifications
 Technical implementation
–
–
–
–
–

Software prototypes
Software tools
Game modules and engines
Structuring data
Managing communications
Document code
 Coordinating with QA engineers to fix bugs
Atari’s Tempest (this is a good prototype example)
NeoEngine
blender
torque
ogre
Most reviewed Commercial Engine
1.
Torque Game Engine ->hard to use, poor structure and docs
2.
3DGameStudio -> better than torque
3.
TV3D SDK 6.5-> bad support
4.
C4 Engine ->Good
5.
Unity ->C#, good but hard to debug, no source.
6.
Leadwerks Engine 2 ->all lang. support may be lacking
7.
NeoAxis Engine ->from Ogre, ok
8.
DX Studio
9.
Esenthel Engine
10.
Visual3D.NET Game Engine
Most reviewed Open Source Engines
1. OGRE -> not easy to make game or to learn but
best rendering effect
2. Irrlicht -> easier to use but ogre is better in
rendering
3. Crystal Space -> a little hard to learn
4. Panda3D ->python, easy to start, graphics ok but
not best
5. jME -> not sure about lastivity
6. Reality Factory
7. Blender Game Engine
8. The Nebula Device 2
9. RealmForge
10. OpenSceneGraph

FREE-OPEN-SOURCE engines that you could play with
for your projects..

http://ode.org/
http://www.crystalspace3d.org/
http://irrlicht.sourceforge.net/
http://www.talula.demon.co.uk/allegro/
http://oomadness.tuxfamily.org/en/index.html
http://www.genesis3d.com/
http://www.devmaster.net/engines/
www.dimensionex.net/ (online servlet engine)

http://lwjgl.org/links.php (java engine)

Designer’s relationship with
programmer

Designer must at least learn programming concepts.
– So you can do a better design.
• Modular design is better for changes.
• So programmers won’t have to change things much.
– Can describe game concepts more clearly to the technical
team.


Ask programmers about his work if you don’t
understand.
Talk to the head of programmers first, do not cut
corners. You must respect authority.
– Have good relationship with lead programmer, so that he
respects your idea and is ready to help you communicate
with the rest of the team.
tips

Avoid making huge changes.
 Prototyping an playtesting can help on this.
 Don’t make them feel that the change is extra
work.
– Let the programmers do playtest too, so they
understand the reason for any change.
– Fun too, this will lead to good relationship.
– Or, at least, share the results with them.
Artists








Character designer
Illustrator
Animator
Interface designer
3D artists
Art director
Lead animator
You can see there are many specific tasks.
Artists will be good in different things.
Tetsuya Nomura
Alan Lee
John Howe
Artist’s responsibilities
Characters
 Worlds
 Interfaces
 Animations
 Cut-scenes

Designer’s relationship with artist

Artist may condense features to make things
look better.
– You may tell them first to follow your specification
exactly.
– Or you may re-think your features, and
compromise.
– Just make sure the game feature does not
change.

If you want a medieval style, find artists that
like the style.
– If you get the people who love different style
• Change your vision to utilize their skills to the fullest.
• Or, communicate your ideas clearly, so they can
implement them.
A totally different art style by Ron
Spencer

Bring your own reference materials in to
communicate.
– Such as creating visual palette for retrostyle game:
• The artists went to a 2nd hand market to collect
fabric textures.

They may have already extended your
concept towards something incredible
or something you don’t like.
– Talk, and listen.
– Be specific on what you like and don’t like.

Once the work start, designer should
start giving criticism
– Find things that you like and don’t like in
the art.
– “This is really nice, I really like it here. If we
could expand on this…”

Partner with the lead artist or art
director.
– work together to set the tone of the
project.

Allow artists to bring their own ideas
and passions to the project.
QA Engineers
Bug testers
 On both publisher’s side and
developer’s side.

QA responsibilities





Create a test plan based on the design and
technical specifications.
Execute the test plan.
Record all unexpected or undesirable
behaviours.
Categorise, prioritise, an report all issues
found during testings.
Re-test and resolve issues once they have
been fixed.
Designer’s relationship with QA





Designer must give all information necessary for QA to make a
test plan.
Only the design document is not enough, offer them any help
you can.
They may want to start by playing the game alone. Do not be
surprised by this.
They are “the last playtesters”.
Designer should sit down with them and observe their process.
– Go through the game element by element.
– They are expert testers, they will have extra information other
testers do not have.

Tips
– Let them see your design early.
– So they will start helping you in this early stage and prioritise your
game above other games.
– They will be willing to put extra hours later.
Specialized Media





Writers
Sound designers
Musicians
Dialogue coaches
Fight
choreographers
Yuen Woo Ping
Designer’s relationship with
specialized media

Define what you need from these
professionals as clearly as possible before
they start working.
– Otherwise you will lose lots of money, since these
people usually charge you by hours.

Interact with them and give them direction
and support.
– They don’t know about games, so you must
communicate with them in terms they are familiar
with.
Writers
Creating bits of dialogue where needed.
 If you are good, you may not need the
writer at all.
 If you are not strong in writing, you may
bring writer in early and start working
together.

Sound designers
Create special effects or music when
the game is nearly completed.
 Or, lay out the plan from the beginning
and make sure that the music support
the gameplay effectively.

– This is better.
– Sound can reach player at an emotional
level, so it is very important.
Level designers and their
responsibilities
Use “level editor” to develop new
missions.
 Implement level design.
 Come up with level concept.
 Test levels and work with the designer
to improve overall gameplay.

Clean game library for 2D
GtkRadiant is a level editor that
supports Jedi Knight: Jedi Academy
and Jedi Outcast.
Designer’s relationship with level
designers
Work together.
 Fostering creativity in your level
designers, just like what you do with the
artists.
 When they have freedom, they will work
better.

Publisher’s team: producer &
responsibilities







Leader of the publisher team.
In charge of marketing and making sure the
executives continue to support the game.
Main communication link between publisher and
developer.
Responsible for schedule and budget on the
publisher’s side.
Tracking, allocating and forecasting resources.
Approve work by developer so milestone payment
can be made.
Coordinate with all teams for the publisher’s side.
Designer’s relationship with
Publisher’s team’s producer
Listen to them.
 Do not think against them just because
they do not understand your game as
well as developer’s team.
 If you can incorporate their suggestions

– They will support you all the way.
Publisher’s team: marketing





Find ways to sell your game.
Feedback on game concepts.
Hold focus groups for character designs.
You must learn the trend in the market from
them.
They know about PC hardware that
consumers have.
– They can estimate how many people will have
3GHz PC in 2006.
Designer’s relationship with
marketing team
Bring in the marketing team early.
 Tap them for information.
 Invest them in the project.
 Give them credit for their insight.

homework

Design the game box.
– Will it show screenshot?
– Character?, artwork?
– Write top four features.
Executives





Founders of the company.
Or they used to be a designer themselves.
Some may come from marketing or other industries.
It’s good to know the background of your executives.
If you still don’t like them, learn from their mistakes to
improve your own management
– Presentation?
– Ideas?
– attitude.?

You must communicate your vision to them clearly.
It’s not their fault if they don’t understand your
game.
– Invite them to participate in the brainstorm of problems.
– You and him will be satisfied this way.
– This game may not be to his liking much, but he’ll think you
respect him, and work with you better in later games.
Publisher’s team: QA
They work the same way as QA in
developer’s team.
 They decide if the build pass the
payment point.

Publisher’s team: Usability
Specialists
Control tests
 Mostly third party hired in the later
stage.
 Microsoft has its own usability labs, thus
they integrate usability testing from the
start.

Usability Specialists responsibilities
Evaluation of interface.
 Creation of user scenarios.
 Identify and recruit test subjects from
target market.
 Conduct usability sessions.
 Record and analyse data from sessions.
 Report findings and recommendations.

Average team size
SNES: 10
 PS: 15
 Ps2/GameCube/Xbox: 25
 Next generation console: 40

Average development time (months)
SNES: 7
 PS: 15
 Ps2/GameCube/Xbox: 20
 Next generation console: 30

Team profile

SNES
–
–
–
–

1 designer
1 producer
3 programmers
4 artists
Playstation
– 1 lead game designer
• 2 level designers
– 1 producer
• 1 associate producer
– 1 lead programmer
• 3 programmers
– 1 lead artist
• 4 artists

Ps2/GameCube/Xbox
– 1 lead game designer
• 4 level designers
– 1 producer
• 1 associate producer
– 1 lead programmer
• 2 engine programmers
• 4 game programmers
– 1 lead artist
• 10 artists

Next generation
– 1 director of game design
• 2 game designers
• 4 level designers
– 1 executive producer
• 2 producers
• 1 associate producer
– 1 lead engine programmer
• 3 engine programmers
– 1 lead programmer
• 6 programmers
– 1 art director
• 3 lead artists
• 14 artists
All should contribute to the design
Everyone must feel a sense of
authorship of the final product.
 A designer must make sure
everybody’s input is heard.

– Set up weekly meeting between leader of
each group to discuss the status of the
project.
– Start a suggestion box.
– Take time for 1-on-1 creative talks with key
members of the team.
– Have open brainstorming during the design
phase for anyone who wants to attend.
– If you get stuck, ask your coworkers.
– Ask members of your group if they have
hobbies, talents, or knowledge that may
aid in the production.
– Share authorship, use “we” instead of “I”.
Building your team





Examine their track record and talk to people
who have worked with them before.
Attitude: positive people with optimism.
Experience: unless hiring at low level, you
should use people with experience.
Friends: hire your friend if he is the best
person for the job. Do not hire a friend
otherwise.
References: talk to former employers. Phone
call is better for you than recommendation
letter.

Diversity: combining people with different
backgrounds will form a creative
environment.
 Track record: look for people with history of
success.
 Maturity: you want people who can control
their emotions.
 Excellence:
– school record.
– Can they deliver under pressure?
– What is their approach to problem solving?

Creativity: yes we need people who ask good
questions, curious, and always have ideas.
Team communication
Respect the chain of command.
 Understand resources, time, and cost
that you request.
 Be open to requests of others.
 Communicate decisions and changes to
the design both up and down the
ladders.

meetings

You need to structure the meeting.
 There must be a definite goal.
– Everyone knows the goal ahead of time so they
can come prepared.

If you are asked to join, make sure you
prepare everything to contribute.
 If you are the leader, you lead the discussion
and assign others to run certain parts of the
meeting.
– It is still up to you to keep things on track and lead
everyone to the goal.

No one should be left out of the conversation.
No criticism of one another.
 If anyone makes a personal remarks,
they should be warned. If it continues,
throw them out.
 At the end, review the decisions and
assignments given to each member (or
team).
 Make sure everyone has enough time to
prepare for next meeting.
 Send out notes and reminders of the
decisions and assignments to everyone.

Play games together



Organize a game night.
Forge stronger relationship with everyone.
Pick a game which players can work together or
express themselves.
–
–
–
–
–


Online game
Board game
Sport
Personalised game
Game you make
Try new game each week.
Everyone has a chance to try new game.
Set up the atmosphere

Everyone belongs
– Especially new member.
Fairness
 Cooperation
 Goals

– Set mini goals
– Publicise the success of these mini goals
to boost confidence and re-energise the
team.
Make everyone knows how they fit in
the success of the company.
 Make sure each group knows its tasks
and deadlines.
 Break down walls between groups.
 Make sure everyone can track progress
of everyone else.

– So everyone can adjust schedule.
Make sure everyone knows his or her
role.
 Everyone should know who to turn to for
various functions

– Clarify overlapping duties.

Set up evaluation process to evaluate
groups and individuals
– Involve managers
– The evaluation rules must be clear, for
fairness.

Delegate
– Delegate decision and monitor results.

Diversity
– Encourage everyone to be themselves
– Find jobs that allow them to contribute most.

Communication
– Schedule weekly and daily meeting between and
within groups.
– Every group should know what every other group
is doing and who to talk to if there is a problem.

Support
– Get technical and any support you team needs.

Honesty
– Make it an issue of pride to stand up and admit
that you made an error.
– Praise people who take responsibility for their
actions.

Reward
– Small gift or recognition.