project management liverpool john moores university
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Team Leader :
ABHISHEK SRIVASTAV
CHAITANYA SHARMA
INDUMATHI
TEW JIA ERN
WORLD OF WARONE WORLD AND
TWO WAYS OF ENJOYING IT
TUTORS :
DAVID BRYDE
ALASTAIR
BALCHIN
PRESENTATION OVERVIEW
CONCEPT Improvement on the
idea of mixing the elements of strategy and third person shooter concept.
Blend of a real time scenario of a war scene and the perspective of a soldier
Tried once in “CAESER IV”, taking it a step further
A new world to delve into
PROJECT GOAL
An action game that combines the elements
of strategy and third person shooter game
Real time communication in a unique and
massive game world
Provides an immersive battle experience
thrilling, fast paced gaming environment with
an engaging story line
OBJECTIVES
Glitch free version of the game
Delivered by Sept, 2012
Within a budget of £2 M
High replay value with subsequent mods and releases
PUBLISHERS OBJECTIVES
(Stakeholder importance )
Publishing Strategy, Focused Or Shotgun
Adversity To Risk
Time Scale/Timing Constraints
Targeted Platform
Preferred Technologies
Game Focus
THE PROJECT TRIANGLEHIGH QUALITY
ON BUDGET ON TIME
Deliver a high quality product within budget. It is a rule of PM that
all three factors cannot be achieved
GAME DEVELOPMENT
LIFECYCLE
PitchPre
ProductionImplementation Testing Deployment
Idea, Pitch, First
Prototype, Budgeting,
Planning
Game elements
and
programming
Beta Test,
Professiona
l Test
Release &
Distribution
PRE -PRODUCTION POST -PRODUCTIONPRODUCTION
SCHEDULE
• PITCH
FEB „ 10
• PRE-PRODUCTION
JUN „10• PRODUC
TION • RELEASE
SEP „12
OCT „11
PITCH
DOCUMENT
DESIGN AND
PLANNING
DOCUMENT
GAME WITH
ALL THE
FEATURES
GOLD
VERSION
PITCHING FOR THE GAME
Platform : WINDOWS / XBOX 360
Target market : 15-26 year olds / ESRB rating
of “T” or “M”
Languages : English / Chinese/ Japanese
Genre : Strategy / Third Person Shooter
Concept Art / Prototype
PRE PRODUCTION
Develop the storyline
Character outlay
Acquire the required
hardware/software
Acquire licenses of for
tools and software
Methodology :
Waterfall + Agile
Tie ups with network
services such as IGN
and ELECTRIC
Team formation
Plan and develop a
workflow
Decide on the
middleware
METHODOLOGY
A B C D E Focus on Activity– WATERFALL
A B C D E
Focus on Features– AGILE
TEAM FORMATION
PROJECT MANAGER
(JIA)
Technical
Manager
(ABHISHEK)
Creative
Manager
(INDUMATHI)
Video/Sound
Engineering
(CHAITANYA)
Tech/ Non Tech
Support
(ABHISHEK)
PRODUCTION
PITCH
&
SPECIFICATION
PRE-PRODUCTION
DOCUMENTATION
AGILE CYCLES
BUDGET ALLOCATIONFIELD COST (£)
LABOUR 500,000
SOFTWARE 200,000
HARDWARE 200,000
LICENSING 400,000
RENTAL 50,000
RENDERING 75,000
TRAVEL 50,000
CONSULTANTS 100,000
PUBLICATIONS 200,000
POSTAGE 50,000
UTILITY 90,000
INDIRECT COSTS 50,000
RISK ANALYSIS
WORLD OF
WAR
RISK IMPLICATION MITIGATION THREAT
None or Incomplete
market survey
The game might
fail to raise any
response
Thorough survey of
the targeted region
and the audience
*****
Excess Prototyping Budget overruns Keep track of
prototypes and
associated costs
****
No clear
methodology or
workflow in place
Inefficient
production and
bottlenecks
Decide upon the
methodology and
workflow
****
Influence from
stakeholders may
change the game
Clash of the
stakeholder
interests ; dilution
of the game
concept ; time
delay
Keep the
stakeholders happy
and satisfied
*****
Complexity
increases due to
change in design
document
Schedule may go
haywire if lots of
changes in small
time
Agile methodologies
such as XP and
SCRUM help to
reduce these;
Contingency for
time delay
****
UNIQUE SELLING POINTS
QUESTIONS ?
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