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© 2006 Stormfront Studios

Beyond Technology: Process Issues in Next Gen Development

Game Developers Conference 2006

Don L. DaglowPresident, Stormfront Studios Inc.

About Stormfront Studios

Founded in 1988 by Don Daglow Over 10,000,000 Stormfront games sold 2 teams focus on globally-marketed AAA

titles In production on Next/Current Gen game

based on major motion picture In early phases of development on Next Gen

original IP with major publisher The Lord of the Rings: The Two Towers (EA),

NASCAR Racing (EA Sports), “Gold Box” D&D games (SSI), Neverwinter Nights (AOL)

What We’ll Do Today

Discuss Myths and Tidal Forces Go Back to Basics Take Issues from the Floor

Myths and Tidal Forces

“Every game will have a $30M budget and if you don’t have experience running huge projects you will sink beneath the waves!”

Myths and Tidal Forces

“Every game will have a $30M budget and if you don’t have experience running huge projects you will sink beneath the waves!” No, but the average budget will

jump sharply, and being able to manage large teams is now an essential skill.

Myths and Tidal Forces

“Only big publishers and a few well-funded big developers will be able to do Next Gen games! All others are doomed!”

Myths and Tidal Forces

“Only big publishers and a few well-funded big developers will be able to do Next Gen games! All others are doomed!” “…so apply now for our jobs here at

Blockbuster Studios, Inc.!”

Myths and Tidal Forces

“Only big publishers and a few well-funded big developers will be able to do Next Gen games! All others are doomed!” “…so apply now for our jobs here at

Blockbuster Studios, Inc.!” The first wave of big ”show off the

hardware” games are from those studios.

Myths and Tidal Forces

“Next Gen is finally going to allow us to tell stories that reach sophisticated adults, not just hard core gamers.”

Myths and Tidal Forces

“Next Gen is finally going to allow us to tell stories that reach sophisticated adults, not just hard core gamers.” Not so fast! New hardware

introductions enhance the dominance of the early adopter hard core gamers. It takes years to build a true mass market.

Myths and Tidal Forces

“Next Gen? Bah, humbug! Hardware transitions are all the same. We’ve been through a million of ‘em!”

Myths and Tidal Forces

“Next Gen? Bah, humbug! Hardware transitions are all the same. We’ve been through a million of ‘em!” Yes, but this one will change the rules:

Multi-threading & shaders vex techFilm skills & traditional CG 3D art Big increase in scale changes

processes, “team dynamics”

Big Changes: Resolution

Each asset having a higher resolution: Changes how data is stored and loaded,

in game and in production environment

Big Changes: Resolution

Each asset having a higher resolution: Changes how data is stored and loaded,

in game and in production environment Changes trade-offs for frame rate --

Every system has its limits

Big Changes: Resolution

Each asset having a higher resolution:

Changes how data is stored and loaded, in game and in production environment

Changes trade-offs for frame rate -- Every system has its limits

Changes tools used to create art & audio.

Big Changes: Resolution

Each asset having a higher resolution:

Changes how data is stored and loaded, in game and in production environment

Changes trade-offs for frame rate -- Every system has its limits

Changes tools used to create art & audio. Changes audience “row”: will heroine look

good in both long shot and close-up?

Big Changes: Resolution

Each asset having a higher resolution: Changes the audience expectation of

how games should look when compared to TV shows and movies shown on the same home screen.

“Luxuries” become “Necessities”

Pre-visualization: storyboards, animatics, concept art at far higher detail level

"Luxuries" become "Necessities"

Pre-visualization: storyboards, animatics, concept art at far higher detail level

Prototypes and "the vertical slice"

"Luxuries" become "Necessities"

Pre-visualization: storyboards, animatics, concept art at far higher detail level

Prototypes and "the vertical slice" Mixing creatives from film and

games

"Luxuries" become "Necessities"

Pre-visualization: storyboards, animatics, concept art at far higher detail level

Prototypes and "the vertical slice" Mixing creatives from film and games Evaluating outside developers globally

Processes

Who–What–When–Where–How Much

Processes

Who–What–When–Where–How Much AND “How do I know the task etc. is

done?”

Processes

Who–What–When–Where–How Much AND “How do I know the task etc. is

done?” Comprehensive asset lists

Processes

Who–What–When–Where–How Much AND “How do I know the task etc. is

done?” Comprehensive asset lists Broken into Tasks

Processes

Who–What–When–Where–How Much AND “How do I know the task etc. is

done?” Comprehensive asset lists Broken into Tasks Assigned to specific people

Processes

Who–What–When–Where–How Much AND “How do I know the task etc. is

done?” Comprehensive asset lists Broken into Tasks Assigned to specific people All in Microsoft Project

Processes

Who–What–When–Where–How Much AND “How do I know the task etc. is

done?” Comprehensive asset lists Broken into Tasks Assigned to specific people All in Microsoft Project Formal approvals tracked to schedule

Project Management is Not New

Scope/Quality, Budget and Schedule: Changing one inevitably forces one or both of the other two to change:

Scope & Quality

Schedule Budget

Project Management is Not New

Daily and Weekly Processes

Project Management is Not New

Daily and Weekly Processes Managing risks, not just progress

Project Management is Not New

Daily and Weekly Processes Managing risks, not just progress Routine things are made a routine (vs.

managing from crisis to crisis)

Project Management is Not New

50 people won't have a good discussion about how to make the animations better

Project Management is Not New

50 people won't have a good discussion about how to make the animations better

Daglow’s Law of Team Dynamics: “Small teams are informed. Big teams infer.”

Project Management is Not New

50 people won't have a good discussion about how to make the animations better

Daglow’s Law of Team Dynamics: “Small teams are informed. Big teams infer.”

Managing projects and people is an important craft.

Ongoing Foundations of Our Craft

Game “vision” must be expressed in a few sentences on which all key players agree

Ongoing Foundations of Our Craft

Game “vision” must be expressed in a few sentences on which all key players agree

Passion can be inspired but not required

Contact Information & Selected Designs Don Daglow

President & CEOStormfront Studios, [email protected]

Baseball (PDP-10, 1971) Star Trek (PDP-10, 1972) Dungeon (PDP-10, 1975) Utopia (Intellivision, 1981) Intellivision World Series Baseball (1983)* Earl Weaver Baseball (EA, 1987)* (*with Eddie

Dombrower) Neverwinter Nights (AOL, 1991-97) Stronghold (SSI, 1993)