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Game Development
Pipeline
ATEC 2340
Who am I?
10+ years as Level Designer, Game Designer, System
Designer, Design Manager and Producer
Elements of the Pipeline
• Concept
• Preproduction
• Production
• Post-Production
Concept
Wouldn’t it be cool if…
Concept
• Pick your Genre
• Target Audience
• Expected Market
• Expected
Platform(s)
• Business Model
• Expected
Budget/Time
• Find a Trend
• But is it fun?
Not this easy
Preproduction
Rick James knows what he is talking about…
Work on the LORE
• Learn the Tools
• Organize the GDD
• Refine Concept
• Execute Prototype
Learn the
Tools
Everyone
• Learn the development studio
tools
Content Creators
• Learn the tools for your
discipline
• Make content and import into
the engine
Programmers
• Learn the Quirks of the Engine
• Establish Build Pipeline
Designers
• Learn what the engine can do
• Play similar games thoughtfully
Producers
• Determine Dev Methodology
• Determined needed Software
and Team Members within
budget
Organize the
Design Doc
Everyone
• All departments participate
Content Creators
• Preliminary Content
Tests/Concepts
• Establish Technical Limitations
• Polish Content Tests
Programmers
• Rules to Engine Components
• Performance Testing
• Game Architecture
• Tool Limitations and Needs
Producers
• Refine Code and Art Pipelines
• Establish Build Schedule
• Put out Fires
Organize the
Design Doc
Designers
• Create and Maintain Document
• Concise
What is in it?
• Mechanics
• Suggested Attributes of Objects
• Level Concepts
• Game Progression
• Game Modes
• Wireframes for the UI
• Flowcharts for Screen Flow,
Game Flow, AI State Machines
• No Story! (unless explicitly
relevant to mechanics)
• It WILL grow
Refine the Concept
• Create Initial Art
– Concepts
• Engine Prototypes
– Hacks
– Tests
– Fail Fast, Fail Often
Build Consensus
Not everyone will like the concept, but everyone should be
able to buy the vision
Executing the
Prototype
Designers
• Create and Maintain Document
• Concise
What is in it?
• Get to the FUN
• Refine and test mechanics
when combined in play
• Throw away in the end
• Content and Code is entirely
placeholder
Preproduction is done…
There should be by now:
• Prototypes
• Initial GDD
• Initial Art and Animation Concepts
• Idea of Scope and Budget
• Have made the FUN
Production
And Kojima don’t.
Be Agile
• Sprints
– 3-4 weeks in length
– Add details to game and technical documents
as needed
– Use cross-functional teams
– Iterate on tasks
Sprints
• Efficiency is for Closers
• Polish and Testing at the end of the
Sprint (1-2 days ahead of due date)
• Dedicate 1 day of Team Play
• Limit Crunch
• Brief Post-Mortem
• Sprints build Demos
Daily
• What did you do yesterday?
• What are you doing today?
• What are dependencies?
Did you bullshitlast week? Are you bullshitting this week?
Alpha
• First Playable
• Mechanics Complete
• Art Incomplete
Beta
• Mechanics Polished
• Art Complete
• Bug Fixing Commences
Finish the Game!
• Don’t forget the FUN
Post-Production
It gets worse
QA, Platforms, Release
There should be by now:
• Bugs
• Platform Specific Requirements
• Ongoing Support and DLCs
Quality Assurance
Bugs
• Triage by Severity
• Further triage by scope and
resources to fix
“A” Bugs
• Game cannot be completed
• Catastrophic Software Failure
• Does not meet platform
standards
• Must be fixed
“B” Bugs
• Gameplay suffers, but does not
stop play
• Performance and Balance
Issues
“C” Bugs
• Developers notice these bugs
and often missed by players
Platform Specific Bugs & TCR/TRCs
Technical Certification Requirements
(Microsoft)
• Platform Specific Requirements
• Interface requirements
• Performance Requirements
• OS Integration Requirements
• Content Requirements per market
• Globalization Requirements
Technical Requirement Certifications (Sony /
Nintendo)
• As above
• No, really, it’s the same exact thing, but with platform specific differences for
Sony and Nintendo platforms.
Want to know where day one DLC comes from? THIS PROCESS!
Ongoing Support
Patches
• Balance
• Bugs
• New Content
DLC
• Platform Certification takes time; months depending on complexity
• Down time is wasted time for the development team
• Day One DLC developed from material cut during development, using build
going through certification
• DLC certification is less rigorous and takes less time
Horror Stories
• Concept • Preproduction • Production
Thank you!
Questions?
Comments?
Concerns?

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Mallory game developmentpipeline

  • 2. Who am I? 10+ years as Level Designer, Game Designer, System Designer, Design Manager and Producer
  • 3. Elements of the Pipeline • Concept • Preproduction • Production • Post-Production
  • 5. Concept • Pick your Genre • Target Audience • Expected Market • Expected Platform(s) • Business Model • Expected Budget/Time • Find a Trend • But is it fun? Not this easy
  • 6. Preproduction Rick James knows what he is talking about…
  • 7. Work on the LORE • Learn the Tools • Organize the GDD • Refine Concept • Execute Prototype
  • 8. Learn the Tools Everyone • Learn the development studio tools Content Creators • Learn the tools for your discipline • Make content and import into the engine Programmers • Learn the Quirks of the Engine • Establish Build Pipeline Designers • Learn what the engine can do • Play similar games thoughtfully Producers • Determine Dev Methodology • Determined needed Software and Team Members within budget
  • 9. Organize the Design Doc Everyone • All departments participate Content Creators • Preliminary Content Tests/Concepts • Establish Technical Limitations • Polish Content Tests Programmers • Rules to Engine Components • Performance Testing • Game Architecture • Tool Limitations and Needs Producers • Refine Code and Art Pipelines • Establish Build Schedule • Put out Fires
  • 10. Organize the Design Doc Designers • Create and Maintain Document • Concise What is in it? • Mechanics • Suggested Attributes of Objects • Level Concepts • Game Progression • Game Modes • Wireframes for the UI • Flowcharts for Screen Flow, Game Flow, AI State Machines • No Story! (unless explicitly relevant to mechanics) • It WILL grow
  • 11. Refine the Concept • Create Initial Art – Concepts • Engine Prototypes – Hacks – Tests – Fail Fast, Fail Often Build Consensus Not everyone will like the concept, but everyone should be able to buy the vision
  • 12. Executing the Prototype Designers • Create and Maintain Document • Concise What is in it? • Get to the FUN • Refine and test mechanics when combined in play • Throw away in the end • Content and Code is entirely placeholder
  • 13. Preproduction is done… There should be by now: • Prototypes • Initial GDD • Initial Art and Animation Concepts • Idea of Scope and Budget • Have made the FUN
  • 15. Be Agile • Sprints – 3-4 weeks in length – Add details to game and technical documents as needed – Use cross-functional teams – Iterate on tasks
  • 16. Sprints • Efficiency is for Closers • Polish and Testing at the end of the Sprint (1-2 days ahead of due date) • Dedicate 1 day of Team Play • Limit Crunch • Brief Post-Mortem • Sprints build Demos
  • 17. Daily • What did you do yesterday? • What are you doing today? • What are dependencies? Did you bullshitlast week? Are you bullshitting this week?
  • 18. Alpha • First Playable • Mechanics Complete • Art Incomplete
  • 19. Beta • Mechanics Polished • Art Complete • Bug Fixing Commences
  • 20. Finish the Game! • Don’t forget the FUN
  • 22. QA, Platforms, Release There should be by now: • Bugs • Platform Specific Requirements • Ongoing Support and DLCs
  • 23. Quality Assurance Bugs • Triage by Severity • Further triage by scope and resources to fix “A” Bugs • Game cannot be completed • Catastrophic Software Failure • Does not meet platform standards • Must be fixed “B” Bugs • Gameplay suffers, but does not stop play • Performance and Balance Issues “C” Bugs • Developers notice these bugs and often missed by players
  • 24. Platform Specific Bugs & TCR/TRCs Technical Certification Requirements (Microsoft) • Platform Specific Requirements • Interface requirements • Performance Requirements • OS Integration Requirements • Content Requirements per market • Globalization Requirements Technical Requirement Certifications (Sony / Nintendo) • As above • No, really, it’s the same exact thing, but with platform specific differences for Sony and Nintendo platforms. Want to know where day one DLC comes from? THIS PROCESS!
  • 25. Ongoing Support Patches • Balance • Bugs • New Content DLC • Platform Certification takes time; months depending on complexity • Down time is wasted time for the development team • Day One DLC developed from material cut during development, using build going through certification • DLC certification is less rigorous and takes less time
  • 26. Horror Stories • Concept • Preproduction • Production