© 2006 stormfront studios beyond technology: process issues in next gen development game developers...
TRANSCRIPT
© 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)
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 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 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)