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“ METHOD” Cerny Games, Inc. Mark Cerny
“ METHOD” Pre-Production vs. Production “ Publishable” First Playable Macro vs Micro Design Gameplay Testing
Method, part 1:  Preproduction vs. Production   “ Capturing Lightning”  Pre-Production “ Building the game” Production
MYTH #1: PLANNING “ IT IS POSSIBLE TO PLAN AND SCHEDULE THE CREATION OF YOUR GAME”
Pre-Production:  Managing Chaos  assemble core team create successive prototypes prototypes become like game levels
MYTH #2: PRODUCTIVITY “ WORKING PRODUCTIVELY MEANS THROWING OUT NOTHING.”
Pre-Production  you are not making a game 3 C's:  character, camera, control game look key technology holistic game design (if appropriate) you are making a game design
Pre-Production  take chances  build without knowledge of moveset build without knowledge of tech limits don’t know the context of what you’re working on  etc…
MYTH #3: TECHNOLOGY “ cutting edge technology is important, so build your technology first.”
TECHNOLOGY  STANDARD PRACTICE  Create Design Document  Create “Required Technology” Document  Build Technology  Build Game
DOUBLE-TRACK IT!  Build, borrow or buy “Quick and Dirty” Tech for rapid prototyping Build “Cutting Edge” Tech for actual game
MYTH #4: MILESTONES “ FREQUENT PROJECT REVIEW IS IS ESSENTIAL TO GOOD MANAGEMENT.”
Pre-production and milestones   negotiated term for Pre-Production strict deliverables for Pre-Production first playable macro design results of experiments are visible externally no “stench of failure”  “ offline” status for team during Pre-Production
Deliverables at end of Pre-Production “Publishable” First Playable Macro Game Design
MYTH #5:  “ ALPHA =  FIRST PLAYABLE”
Method, Part 2:  The First Playable  OVERVIEW  two levels all local features, global features as appropriate publishable quality
First Playable Checklist   Two levels of publishable quality, with:  __ scope of game defined __ a touch of variety __ all local features included,  global features included as  required __ art direction in place __ enemy/obstacle behavior fully  defined __ basic technology done __ player behavior fully defined
MYTH #6: KILLING GAMES “ A cancelled project is a sign of bad management or a bad team.”
Canceling Projects  Team cannot create “Publishable” First Playable First Playable shows game not worth publishing  Your project will not miraculously get better during Production!
Method, Part 3:  Macro vs Micro Design  Macro in hand at start of Production Micro created during Production
MYTH #7: DESIGN DOCUMENTS “ THE MORE DEFINED YOUR INITIAL VISION, THE BETTER”
MYTH #7: DESIGN DOCUMENTS “ I NEED A 100-PAGE DOCUMENT DESCRIBING MY GAME.”
Why no 100-page design document?  waste of resources deceptive and misleading sets direction prior to verification of fundamentals
Method, Part 3:  Macro vs Micro Design  Macro Design __ five pages __ character and moveset __ exotic mechanics __ level structure, size and count __ level contents __ overarching structure – linear, hub __ macro chart
Macro Chart  open hub 2   Key   - BOSS   Locale B   7 Key   4 eggs   ice   2-D   Snow   6 Egg   2 eggs   - 2-D   Locale A   5 Egg   1 egg   motorcycle   3-D   Desert   4 Egg   ice (training)   2-D   Snow   3 Egg   run from lava   3-D   Volcano   2 Egg   3-D   Jungle   1 received in level   required for level entry   exotic gameplay   level structure   locale
Benefits of a  Macro Design  can accurately schedule Production can track progress during Production prevents feature creep and feature drop properly circumscribes creativity
[Macro Design extras]  brief story conceptual art acquired abilities or inventory  (holistic games only)
Micro Design  Micro Design script level maps enemy descriptions, behaviors puzzle descriptions special gameplay descriptions and much more
MYTH #8: THE CONSUMER “ If you want to make a hit, listen to the consumer.”
What You'll Learn from a Focus Test  What's popular as of ten minutes ago How not to stand out The feature list of every recent game that was pretty good
Gameplay Testing  two to five times watch what they do quantitative analysis
SETTING IT UP  preproduction-based funding greenlight is at first playable best and brightest ‘ housekeeping’ deal during preproduction production as usual
SETTING IT UP  In the event of cancellation… Publisher owns IP, but cannot develop it with another team Developer may purchase IP at cost of development to date
Developer Risks  Lack of full-term publisher commitment Full team not employed during pre-production Uncomfortable level of transparency to publisher
Publisher Risks  Start projects with only a rough release date Preproduction is expensive No milestones = no pressure?
Publisher Benefits  Low cost of entry for projects Very close publisher/developer relationship Accurate production schedule and budget
Thank You

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Cerny method

  • 1. “ METHOD” Cerny Games, Inc. Mark Cerny
  • 2. “ METHOD” Pre-Production vs. Production “ Publishable” First Playable Macro vs Micro Design Gameplay Testing
  • 3. Method, part 1: Preproduction vs. Production “ Capturing Lightning” Pre-Production “ Building the game” Production
  • 4. MYTH #1: PLANNING “ IT IS POSSIBLE TO PLAN AND SCHEDULE THE CREATION OF YOUR GAME”
  • 5. Pre-Production: Managing Chaos assemble core team create successive prototypes prototypes become like game levels
  • 6. MYTH #2: PRODUCTIVITY “ WORKING PRODUCTIVELY MEANS THROWING OUT NOTHING.”
  • 7. Pre-Production you are not making a game 3 C's: character, camera, control game look key technology holistic game design (if appropriate) you are making a game design
  • 8. Pre-Production take chances build without knowledge of moveset build without knowledge of tech limits don’t know the context of what you’re working on etc…
  • 9. MYTH #3: TECHNOLOGY “ cutting edge technology is important, so build your technology first.”
  • 10. TECHNOLOGY STANDARD PRACTICE Create Design Document  Create “Required Technology” Document  Build Technology  Build Game
  • 11. DOUBLE-TRACK IT! Build, borrow or buy “Quick and Dirty” Tech for rapid prototyping Build “Cutting Edge” Tech for actual game
  • 12. MYTH #4: MILESTONES “ FREQUENT PROJECT REVIEW IS IS ESSENTIAL TO GOOD MANAGEMENT.”
  • 13. Pre-production and milestones negotiated term for Pre-Production strict deliverables for Pre-Production first playable macro design results of experiments are visible externally no “stench of failure” “ offline” status for team during Pre-Production
  • 14. Deliverables at end of Pre-Production “Publishable” First Playable Macro Game Design
  • 15. MYTH #5: “ ALPHA = FIRST PLAYABLE”
  • 16. Method, Part 2: The First Playable OVERVIEW two levels all local features, global features as appropriate publishable quality
  • 17. First Playable Checklist Two levels of publishable quality, with: __ scope of game defined __ a touch of variety __ all local features included, global features included as required __ art direction in place __ enemy/obstacle behavior fully defined __ basic technology done __ player behavior fully defined
  • 18. MYTH #6: KILLING GAMES “ A cancelled project is a sign of bad management or a bad team.”
  • 19. Canceling Projects Team cannot create “Publishable” First Playable First Playable shows game not worth publishing Your project will not miraculously get better during Production!
  • 20. Method, Part 3: Macro vs Micro Design Macro in hand at start of Production Micro created during Production
  • 21. MYTH #7: DESIGN DOCUMENTS “ THE MORE DEFINED YOUR INITIAL VISION, THE BETTER”
  • 22. MYTH #7: DESIGN DOCUMENTS “ I NEED A 100-PAGE DOCUMENT DESCRIBING MY GAME.”
  • 23. Why no 100-page design document? waste of resources deceptive and misleading sets direction prior to verification of fundamentals
  • 24. Method, Part 3: Macro vs Micro Design Macro Design __ five pages __ character and moveset __ exotic mechanics __ level structure, size and count __ level contents __ overarching structure – linear, hub __ macro chart
  • 25. Macro Chart open hub 2 Key - BOSS Locale B 7 Key 4 eggs ice 2-D Snow 6 Egg 2 eggs - 2-D Locale A 5 Egg 1 egg motorcycle 3-D Desert 4 Egg ice (training) 2-D Snow 3 Egg run from lava 3-D Volcano 2 Egg 3-D Jungle 1 received in level required for level entry exotic gameplay level structure locale
  • 26. Benefits of a Macro Design can accurately schedule Production can track progress during Production prevents feature creep and feature drop properly circumscribes creativity
  • 27. [Macro Design extras] brief story conceptual art acquired abilities or inventory (holistic games only)
  • 28. Micro Design Micro Design script level maps enemy descriptions, behaviors puzzle descriptions special gameplay descriptions and much more
  • 29. MYTH #8: THE CONSUMER “ If you want to make a hit, listen to the consumer.”
  • 30. What You'll Learn from a Focus Test What's popular as of ten minutes ago How not to stand out The feature list of every recent game that was pretty good
  • 31. Gameplay Testing two to five times watch what they do quantitative analysis
  • 32. SETTING IT UP preproduction-based funding greenlight is at first playable best and brightest ‘ housekeeping’ deal during preproduction production as usual
  • 33. SETTING IT UP In the event of cancellation… Publisher owns IP, but cannot develop it with another team Developer may purchase IP at cost of development to date
  • 34. Developer Risks Lack of full-term publisher commitment Full team not employed during pre-production Uncomfortable level of transparency to publisher
  • 35. Publisher Risks Start projects with only a rough release date Preproduction is expensive No milestones = no pressure?
  • 36. Publisher Benefits Low cost of entry for projects Very close publisher/developer relationship Accurate production schedule and budget