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Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept Given the Christmas Season, our plan is to develop a simple Christmas Game where Santa must deliver all of his presents on the sleigh before the sun rises. He may come across certain obstacles (the reindeer are thirsty, he cannot be seen by humans, possible weather issues) that will cause the user to fail their mission. This will be a first person player game, which requires simple problem solving skills. The target audience is mostly going to be children ages 3 to 8, but we plan to develop the game as an application base to be used on tablets and smart phones primarily, in addition to online access. The game should be relatively simple, as we plan to charge no more than $0.99 for it. The game will be available for download via iTunes and Google Play. It will also be downloadable from the game website, and Amazon. The game will also have two other versions, Save Easter! and Save Halloween! All three games will be released at least 4 weeks prior to the holiday, and will be targeted for the same age group. Save Easter will focus on helping the Easter Bunny collect as many wild eggs as possible to be filled and hidden for children on Easter, while avoiding animal thieves who are out to steal your eggs? Save Halloween will be focused on a trick-or-treating aspect having the children visit a number of houses to collect as much Halloween candy as possible while avoiding ghosts and ghouls who may steal candy from you. 2. Project Overview Statement PROJECT OVERVIEW STATEMENT Project Name Save Christmas! Project No. BG-001 Project Managers Dale Brown, Claire King and Sarah Neergaard Problem / Opportunity Given the recent market surge for simple games to be played on mobile devices, especially for children, our company wants to invest in producing a simple Christmas themed game which would strike the interest of young children. The plan is to put it out for all mobile devices (Android and Apple phones and tablets) at a low price to make it appealing to parents everywhere. The idea is to have the children play as Santa Claus, facing a number of obstacles and trying to get all of the presents delivered before Sunrise so Christmas won’t be ruined! In addition, the game will have two planned version updates to coincide with Easter and Halloween and is open to a number of other releases.

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Page 1: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Assignment 4- Save Christmas!

Group 6: Dale Brown, Claire King and Sarah Neergaard

1. Background and Concept

Given the Christmas Season, our plan is to develop a simple Christmas Game where

Santa must deliver all of his presents on the sleigh before the sun rises. He may come across

certain obstacles (the reindeer are thirsty, he cannot be seen by humans, possible weather issues)

that will cause the user to fail their mission. This will be a first person player game, which

requires simple problem solving skills. The target audience is mostly going to be children ages 3

to 8, but we plan to develop the game as an application base to be used on tablets and smart

phones primarily, in addition to online access. The game should be relatively simple, as we plan

to charge no more than $0.99 for it. The game will be available for download via iTunes and

Google Play. It will also be downloadable from the game website, and Amazon.

The game will also have two other versions, Save Easter! and Save Halloween! All three

games will be released at least 4 weeks prior to the holiday, and will be targeted for the same age

group. Save Easter will focus on helping the Easter Bunny collect as many wild eggs as possible

to be filled and hidden for children on Easter, while avoiding animal thieves who are out to steal

your eggs? Save Halloween will be focused on a trick-or-treating aspect having the children visit

a number of houses to collect as much Halloween candy as possible while avoiding ghosts and

ghouls who may steal candy from you.

2. Project Overview Statement

PROJECT

OVERVIEW

STATEMENT

Project Name

Save Christmas!

Project No.

BG-001

Project Managers

Dale Brown, Claire King and

Sarah Neergaard

Problem / Opportunity

Given the recent market surge for simple games to be played on mobile devices, especially for

children, our company wants to invest in producing a simple Christmas themed game which

would strike the interest of young children. The plan is to put it out for all mobile devices

(Android and Apple phones and tablets) at a low price to make it appealing to parents

everywhere.

The idea is to have the children play as Santa Claus, facing a number of obstacles and trying to

get all of the presents delivered before Sunrise so Christmas won’t be ruined!

In addition, the game will have two planned version updates to coincide with Easter and

Halloween and is open to a number of other releases.

Page 2: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Goal The goal is to make the most amount of money, with minimal effort. The game should be easy to

understand, be supported on multiple platforms, and be open to further development. In the

future, in the way of Angry Birds, the company will add expansions such as Save Easter! And

Save Halloween!

Objectives The Game will adhere to the following:

1. Available on multiple platforms (Apple, Android)

2. Simple game play, easy enough for a small child to play.

3. Produced with a low budget so that the cost will be kept low.

4. Has the ability to be synced with Apple’s Game Center and Facebook/Twitter.

5. Ability to be expanded into multiple versions.

Success Criteria

The performance and success of the system will be judged according to:

Sales will top at least 200% of production cost

Downloads of the game will be greater than $50,000

Bugs will be minimal, with user error reports at fewer than 1 in 10 users.

Multiple versions of the Game will be available in the future.

Assumptions, Risks, Obstacles

1. The end result must be simple enough for a small child to understand, therefore the game

concept has to remain interesting, but not be too complicated.

2. There are limited graphics abilities involved, as the game will run on a mobile device and not

a more powerful gaming system, therefore the game should be able to run smoothly while

taking up the least amount of storage space possible.

3. The game will have multiple versions (all holiday based), but there will be a limit. The team

should be creative in order to build on the game in the future.

4. The design team will initially incur some debt, and runs the risk of the game being a flop

(less than 50,000 downloads) which will mean the investment has been for naught.

Prepared by Date Approved

by

Date Prepared by

Dale Brown, Claire

King and Sarah

Neergaard

December

5, 2013

APF December 5,

2013

Dale Brown, Claire King and Sarah

Neergaard

Page 3: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

3. Description of Project Scope and Version 1 Cycle Plan

Project Scope

Version 1 of the game will be produced over the course of 3 months (to be released at least 4

weeks prior to Christmas). The first version will utilize two week cycles of game development

and the adaptive project framework.

Version 1 Scope: The scope is to develop all game play for Save Christmas! This will include the

interface for the Christmas world (5-100 houses for Santa to visit depending on the level reached

by the player), the game characters with abilities and/or obstacles put into place, and social

media integration. In addition, the creators will be quick to patch any game glitches and release

application updates as necessary.

Version 2 of the game will have a 4 month production period, and will again be released four

weeks prior to the holiday (Easter). This version will also utilize two week cycles and the

adaptive project framework.

Version 2 Scope: The scope of this version is to develop the game play for Save Easter! This will

include the interface for the Easter World (5-100 fields or yards for the children to collect Easter

Eggs in depending on the level of the player), the game characters with abilities and/or obstacles,

special design features for designing your own character, and social media integration. The

creators will also be quick to make any patches and release application updates as necessary.

Version 3 of the game will also have a 4 month production period, and will again be released

four weeks prior to the holiday (Halloween). This version will also utilize two week cycles and

the adaptive project framework.

Version 3 Scope: The scope of this version is to develop the game play for Save Halloween! This

will include the interface for the Halloween World (5-100 houses for characters to visit to collect

candy, depending on the level of the player), the game characters with abilities and/or obstacles

built in, special design features for developing your own character, and social media integration.

The creators will again be quick to make any patches and release application updates as

necessary.

Version 1 Plan

Cycle 1 Scope – The primary focus of this cycle is to design the game engine, which is the

foundation for future cycles and to develop the player character, while implementing basic

gameplay elements and art assets.

Cycle 1 Objective – The objective of this cycle is to provide stakeholders with a proof of

concept prototype of the game before moving forward into more detailed development.

Cycle 2 Scope – The primary focus of this cycle will be to draft the initial storyboard for the

game and perform extensive generation of art assets to be used in future cycles. This will

include preliminary animations and textures for both in-game environments and characters.

Page 4: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Cycle 2 Objective – This cycle will provide a more polished prototype and short demo to

stakeholders, showcasing the art direction for the game moving forward in addition to

providing a general idea of what each level in the game will look like.

Cycle 3 Scope – This cycle will focus on developing AI scripts and routines for non-playable

characters, UI design, and begin world-building.

Cycle 3 Objective – This cycle will feature a short 10 minute demo of the first level of the

game that will be fully playable in an early form of intended gameplay. AI will be able to

perform in a limited capacity and the UI’s basic elements will be incorporated into the

demonstration.

Cycle 4 Scope – This cycle will focus on developing the sound assets required by the game for

both music and sound effects, implement art assets designed for visual effects, and place a

greater focus upon world-building with the intent of finishing the layout of the first 5 levels.

Cycle 4 Objective – This cycle will feature a 30 minute demo of the first 5 levels with the

inclusion of sound and additional visual effects utilizing the game engine’s rendering

capabilities.

Cycle 5 Scope – This cycle will focus upon reviewing and completing the final draft of the

storyboard for the game, implementing advanced AI functionality, and finish the layout of the

first 10 levels of the game.

Cycle 5 Objective – This cycle will provide a more polished version of the previous cycle’s 30

minute demo and also a preview of the content to be provided during the middle levels of the

game. AI will be able to interpret and respond to player actions more appropriately and

showcase advanced behavior. After this cycle, writers will no longer be needed and may work

on other projects or begin work on version 2 storyboarding.

** Alpha Release **

Cycle 6 Scope – The focus of this cycle is to complete all level design for the game and

finalize all art assets, including textures, character and environment models, and character

animations for a visually complete demo of the game.

Cycle 6 Objective – By the end of this cycle, all art assets will be completed and stakeholders

will be able to view the completed look and feel of the game. After this cycle, artists and

animators will no longer be needed and may work on other projects or begin work on version 2

art assets.

Cycle 7 Scope – This cycle will focus on implementing all remaining gameplay elements in

order to provide a feature-complete demo of the game.

Cycle 7 Objective – By the end of this stage, there will be a complete, playable demo of the

game available to stakeholders, showcasing the levels of the game and representation of the

gameplay to be provided by the production release.

Page 5: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Cycle 8 Scope – This cycle’s focus is to add an addition level of polish to the UI by finalizing

the initial layout and complete functionality of the UI. Social networking functionality will also

be implemented during this cycle, as well as alpha QA testing with the intent of providing a

feature-complete version of the game for beta testing and resolving as many outstanding bugs

as possible.

Cycle 8 Objective – This cycle intends to polish the game to the point where it can be released

for beta testing by both our team and selected players. By the end of this cycle, the UI should

only require minimal changes moving forward; likewise, the game will be able to integrate

with popular social networking services to enable players to post their progress within the

game and facilitate player cooperation.

** Beta Stage 1 Release **

Cycle 9 Scope – This cycle will focus on developing the launcher, patching system, and issue

tracking system for the final release of the game. Likewise, additional QA testing will take

place during this phase in order to resolve bugs. The beta will be opened to selected players

who expressed interest in testing the game.

Cycle 9 Objective – This cycle is primarily a test cycle that will focus on intensive QA tests in

order to identify and potentially game-breaking bugs that may adversely affect our players.

During the early part of this phase, the patching system and launcher will be developed, which

will allow us to release the beta to select players. Furthermore, an issue tracking system will be

implemented in order to better keep track of bugs discovered during the phase.

** Beta Stage 2 Release **

Cycle 10 Scope – This cycle will focus on optimizing game engine performance on the

indicated release platforms and consist of finalizing the UI elements based on user feedback as

well as fixing all outstanding high and medium priority bugs that have been identified in the

previous phase of beta testing.

Cycle 10 Objective – The objective of this cycle is to provide the basis for a production release

and, as such, provide a feature-complete version of the full game with the majority of

outstanding bugs resolved and satisfactory performance ratings across indicated release

platforms. Likewise, the UI will be finalized for the production release.

** Production Release **

Cycle 11 Scope – This cycle will be primarily based upon fixing all remaining bugs (including

low priority bugs) and collecting feedback from users for potential small enhancements to the

existing game, as well as suggestions to be included in later versions.

Cycle 11 Objective – Players should have a quality experience with the game after this cycle,

free from bugs, giving the team time to begin work on version 2. Additional enhancements to

the game can be implemented as time permits. The game should remain fully playable.

Page 6: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

4. Work Breakdown Structure and Estimated

4.a. High-Level WBS for All Cycles in Version 1

Task Name

Save Christmas!

Scope Phase

Set Conditions of Satisfaction

Budgeting and Scheduling

Economic Feasibility Study

Legal Feasibility Study

Cycle 1

Allow Players to Visualize the Game

Allow Players to Interact with the Environment

Cycle 2

Allow Players to Visualize the Game

Allow Players to Understand the Setting and Objectives of the Game

Allow Players to Interact with the Environment

Cycle 3

Allow Players to Interact with NPCs

Allow Players to Interact with Game Menus

Allow Players to Interact with Levels

Cycle 4

Allow Players to Hear the Environment

Allow Players to Hear Level Music

Allow Players to Play through Additional Levels

Allow Players to Visualize Additional Visual Effects

Cycle 5

Allow Players to Hear Storytelling

Allow Players to Hear NPC Dialogue

Allow Players to have Extended Interactions with NPCs

Alpha Release

Cycle 6

Allow Players to Visualize the Environment

Allow Players to Play through All Levels

Cycle 7

Allow Players to Interact with Enhanced Environment

Allow Players to Interact with Enhanced NPCs

Cycle 8

Allow Players to Interact with the Enhanced UI

Allow Players to Utilize Social Networking Technologies to Cooperate and Compete with Other

Players

Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs

Page 7: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Task Name

Beta Stage 1 Release

Cycle 9

Allow Players to Easily Launch the Game

Allow Players to Patch their Games to Fix Bugs

Allow Play Testers to Report Bugs

Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs

Allow Players to Post Feedback on UI

Beta Stage 2 Release

Cycle 10

Allow Players to Play the Game with at least 40 Frames per Second

Allow Players to Interact with Final UI

Allow Players to Play the Game without any High or Medium Priority Bugs

Production Release

Cycle 11

Allow Users to Provide Feedback on Their Experience with the Game

Allow Players to Play the Game relatively Bug-Free

Save Christmas!

4.b. Mid-Level WBS for All Cycles in Version 1

Task Name

Save Christmas!

Scope Phase

Set Conditions of Satisfaction

Budgeting and Scheduling

Economic Feasibility Study

Legal Feasibility Study

Conditions of Satisfaction

Project Budget

Project Schedule

Feasibility Study Reports

Cycle 1

Allow Players to Visualize the Game

Render Prototype Environment Graphics and Animation

Rendering Engine

Environment Art Assets

Render Prototype Player Character Graphics and Animation

Player Character Art Assets

Allow Players to Interact with the Environment

Play through Prototype Level

Level Building Tools

Prototype Level

Interact with Prototype Environment

Page 8: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Task Name

Physics Engine

Environment Interaction Set Code

Cycle 2

Allow Players to Visualize the Game

Render Extended Environment Graphics and Animation

Render NPC Graphics and Animation

Render Extended Player Character Graphics and Animation

Extended Rendering Engine

Extended Environment Art Assets

NPC Art Assets

Extended Player Character Art Assets

Allow Players to Understand the Setting and Objectives of the Game

View and Listen to Story Text

View and Listen to Player Character Dialogue

View Level Objectives

Storyboard

Player Dialogue

Level Objectives

Allow Players to Interact with the Environment

Render Extended Physics

Extended Physics Engine

Cycle 3

Allow Players to Interact with NPCs

Interact with NPCs

NPC Interaction Set Code

Allow Players to Interact with Game Menus

Interact with UI

UI Art Assets

UI

UI Interaction Set Code

Allow Players to Interact with Levels

Render First Level

View First Level Objectives

Enhanced Level Building Tools

First Level

Cycle 4

Allow Players to Hear the Environment

Listen to Sound Effects

Sound Effects

Allow Players to Hear Level Music

Listen to Level Music

Music

Allow Players to Play through Additional Levels

Page 9: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Task Name

Render First 5 Levels

View Objectives for the First 5 Levels

First 5 Levels

Allow Players to Visualize Additional Visual Effects

Render Visual Effects

Visual Effects

Cycle 5

Allow Players to Hear Storytelling

View and Listen to Story Text

Updated Storyboard

Allow Players to Hear NPC Dialogue

View and Listen to NPC Dialogue

NPC Dialogue

Allow Players to have Extended Interactions with NPCs

Interact with Extended NPCs

Extended NPC Interaction Set Code

Alpha Release

Cycle 6

Allow Players to Visualize the Environment

Render Final Environment Graphics and Animation

Render Final Player Character Graphics and Animation

Render Final NPC Graphics and Animation

Render Final Visual Effects

Final Environment and Character Art Assets

Final Visual Effects

Allow Players to Play through All Levels

Render All Game Levels

View Level Objectives for All Game Levels

All Game Levels

Cycle 7

Allow Players to Interact with Enhanced Environment

Interact with Enhanced Environment

Enhanced Environment Interaction Set Code

Allow Players to Interact with Enhanced NPCs

Interact with Enhanced NPCs

Enhanced NPC Interaction Set Code

Cycle 8

Allow Players to Interact with the Enhanced UI

Interact with Enhanced UI

Enhanced UI Art Assets

Enhanced UI

Enhanced UI Interaction Set Code

Allow Players to Utilize Social Networking Technologies to Cooperate and Compete with

Page 10: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Task Name

Other Players

List Level Leaderboards

Post Level Score

Post Level Progression

Social Networking Integration Code

Leaderboard Database

Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs

Resolve High-Priority Bugs

Modified Game and Interaction Set Code

Modified Levels

Beta Stage 1 Release

Cycle 9

Allow Players to Easily Launch the Game

Launch Game

Game Launcher

Allow Players to Patch their Games to Fix Bugs

View Patch Notes

Apply Patch

Game Patching Service

Allow Play Testers to Report Bugs

Track Bugs

Report Bug

Bug Tracking Service

Updated UI (Bug Reporting Element)

Allow Players to Play through the Game with a Minimum Amount of Game-breaking Bugs

Resolve Newly Identified High-Priority Bugs

Modified Game and Interaction Set Code

Modified Levels

Allow Players to Post Feedback on UI

Post UI Feedback

Updated UI (Feedback Element)

Beta Stage 2 Release

Cycle 10

Allow Players to Play the Game with at least 40 Frames per Second

Optimize Game

Optimized Game Engine

Optimized Physics Engine

Allow Players to Interact with Final UI

Interact with Final UI

Final UI Interaction Set Code

Final UI

Allow Players to Play the Game without any High or Medium Priority Bugs

Resolve High and Medium Priority Bugs

Page 11: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Task Name

Modified Game and Interaction Set Code

Modified Levels

Production Release

Cycle 11

Allow Users to Provide Feedback on Their Experience with the Game

Post Gameplay Feedback

Updated UI (Feedback Element)

Allow Players to Play the Game relatively Bug-Free

Fix all Outstanding Bugs

Modified Game and Interaction Set Code

Modified Levels

Save Christmas!

4.c. Low-Level WBS for Scope Phase and Cycle 1

Task Name

Save Christmas!

Scope Phase

Set Conditions of Satisfaction

Budgeting and Scheduling

Economic Feasibility Study

Legal Feasibility Study

Conditions of Satisfaction

Project Budget

Project Schedule

Feasibility Study Reports

Cycle 1

Allow Players to Visualize the Game

Render Prototype Environment Graphics and Animation

Render Environment Textures

Render Environment Set Piece Models

Render Environment Object Models

Render Environment Set Piece Animations

Render Environment Object Animations

Rendering Engine

Environment Art Assets

Render Prototype Player Character Graphics and Animation

Render Player Character Textures

Render Player Character Model

Render Player Character Animations

Player Character Art Assets

Allow Players to Interact with the Environment

Play through Prototype Level

Page 12: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Task Name

Render Prototype Level

Level Building Tools

Prototype Level

Interact with Prototype Environment

Render Prototype Physics

Interact with Prototype Environment Set Pieces and Objects

View Player Interactions with Environment

Integrate Controls with Environment Interactions

Track Player Character Position

Track Environment Object Positions

Track Player Control Input

Physics Engine

Environment Interaction Set Code

Page 13: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Best Average Worst Risk Estimate

CYCLE 1

Allow Players to Visualize the Game

Render Prototype Environment Graphics and Animation

Render Environment Textures 4 6 8 High 8

Render Environment Set Piece Models 4 6 8 High 8

Render Environment Object Models 4 6 8 High 8

Render Environment Set Piece Animations 6 8 10 Mid 8

Render Environment Object Animations 6 8 10 Mid 8

Render Prototype Player Character Graphics and Animation

Render Player Character Textures 8 10 12 High 12

Render Player Character Model 10 12 14 High 14

Render Player Character Animations 6 8 10 Mid 8

Allow Players to Interact with the Environment

Play through Prototype Level

Render Prototype Level 5 10 15 High 15

Interact with Prototype Environment

Render Prototype Physics 10 12 14 High 14

Interact with Prototype Environment Set Pieces and Objects 6 8 10 High 10

View Player Interactions with Environment 6 8 9 High 9

Integrate Controls with Environment Interactions 10 12 14 High 14

Track Player Character Position 4 6 8 Mid 6

Track Environment Object Positions 4 6 8 Mid 6

Track Player Control Input 1 2 4 Low 1

4.d. RBS Breakdown

Page 14: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

5. Microsoft Project Plan

See attached project plan.

As a preface, this game is a simple mobile game; therefore, the development time will be

considerably shorter than a full-priced retail game on console or PC. The game will have a

relatively small code base of interactions, art assets, and sound assets. Likewise, the lower

resolution screens of mobile devices will expedite certain elements of art asset design, such as

designing textures and models, as lower resolution assets can be used, which take much less

time to develop.

Cycle Scope Objective Estimate Basis Effort

Points

1 Game Engine (Rendering and

Physics), Prototype Art Assets,

Prototype Level Design,

Environment Interactions

Proof-of-

Concept

Prototype Demo

(~1-3 Minutes)

RBS indicates ~8 days worth of

work

20

2 Storyboard and Dialogue

Writing, Additional Art Assets,

Updated Rendering and Physics

Engines

Short Enhanced

Prototype Demo

(~3 Minutes)

Story is not focus of the game

and will be short; Engine updates

should be minimal; NPC Art

Assets will take a considerable

amount of time; Other art assets

building on existing assets

18

3 NPC Interactions, UI, First

Level

10 Minute Demo

of the First Level

including UI and

NPC AI

Level Building Task will be

longer for this cycle, as it

involves developing Level

Building Tools to expedite future

level building; UI calls existing

functions

12

4 Sound Assets, Visual Effects,

First 5 Levels

30 Minute Demo

of the First 5

Levels including

Sound

Level Design time shortened due

to existing level building tools

(~45 minutes apiece); 4 days

dedicated to recording sounds

(Music will be relatively simple,

not composed by orchestra)

14

5 Revised Storyboard and

Dialogue, Enhanced NPC

Interactions

Polished version

of 30 Minute

Demo with

Narration

Story already exists, just needs

refinement; NPC interactions

build upon existing interactions

8

6 Final Art Assets, All Game

Levels

Completed Level

Design and Art

95 remaining levels take

approximately 45 minutes

apiece; art assets build upon

existing assets

30

7 Enhanced NPC and

Environment Interactions

Complete

Playable Demo

for the Beta

Stage 1 Release

Both interaction sets build upon

existing interactions

6

8 Enhanced UI, Social UI and Social Quick changes to both streamline 9

Page 15: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

Networking Integration, Alpha

Stage Bug Fixes

Networking

Support for Beta

testing in Stage 1

existing UI and enable Social

Networking services

9 Game Launcher and Patching

Service, Bug Reporting and

Tracking, Beta Stage 1 Bug

Fixes

Beta Bug Fixes,

Bug Tracking

Suite, Patching

Service

Launcher and Patching Service

development completed in

tandem; Simple tracking system;

Bug Fixes will make up most of

the effort spent during this cycle

16

10 Game Optimization, Final UI,

Beta Stage 2 Bug Fixes

Optimization

(~40 FPS

desired) for

selected

Platforms, Beta

Bug Fixes, Final

Production

Release

UI changes will just be small

tweaks based on beta feedback;

Optimization will not take too

long due to small code base; Bug

fixes will make up most of the

effort spent during this cycle

14

11 Feedback Collection, Post-

Production Bug Fixes

Post-Production

Bug Fixes and

Feedback

Collection for

Future Versions

Most bugs will have been

resolved prior to release;

Feedback Collection will use

existing UI functionality

8

Page 16: Assignment 4- Save Christmas! › ~san53 › eport › savechristmas.pdf · Assignment 4- Save Christmas! Group 6: Dale Brown, Claire King and Sarah Neergaard 1. Background and Concept

6. Project Management and Control Approach

Project Monitoring and Reporting System

The project manager will establish a cycle performance reporting system that includes effort

reporting, a prioritized scope bank and issue tracking log using the JIRA Agile system to

organize teams, track the time, manage costs and technical issues related to each cycle. This tool

can be used by all of the team members and the client will be assigned view permissions to the

scope bank.

Daily Team Meetings

There will be daily meetings scheduled throughout each cycle of development. Each team will

be expected to give a status report indicating whether they are ahead, on, or behind schedule. If

a team reports that they are behind schedule then they will be required to present a plan for

resolving the issues that are preventing them from meeting their deadlines. Issues and scope

changes filed in the Jira log from the previous day will be briefly noted.

Scope Bank Management and Prioritization

A scope bank will be set up to keep track of new feature ideas and proposed changes to the

project scope developed during the previous development cycle. New scope bank entries must

include an impact statement to help the PM estimate the resources and time needed for

implementation. The PM will monitor the scope bank and keep the customer apprised of the

ideas and changes that accumulate during the cycle that will be prioritized for successive

development cycles. The scope bank will be reviewed first by the PM and the development

team, then the client will be consulted before being prioritized.

Issues Reporting and Management

An issues log will also be established to track problems discovered in during development

cycles. Important issues will be highlighted and prioritized within or in succeeding cycles

depending upon its impact to a given cycle and the overall project. Like the scope bank, the

issues log will also require an impact statement that the PM can use for review and to help with

prioritization.

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7. Project Overview with Financial ROI Analysis and Budget Justification

Target Demographic and Market Share Analysis

Number in Millions

Children's Age Grouping

2014 2015 2016 2017 2018

Age 0-5

23.7 23.7 23.5 23.3 23.2

Age 6-8*

11.4 11.5 11.8 12.0 12.3

Total US Children in Target Demographic

35.1 35.2 35.3 35.3 35.5

Children of Christian Faith (78.4% of US Citizens) ** 27.5 27.6 27.7 27.7 27.8

Children with Access to Mobile Devices ***

20.6 20.7 20.8 20.8 20.8

Number in Dollars

Target Price Per Download

0.99 0.99 0.99 0.99 0.99

Less PA Sales Tax

0.06 0.06 0.06 0.06 0.06

Total Royalties Recovered before Fee Split

0.93 0.93 0.93 0.93 0.93

Mobile App Distribution Platform Fees

0.28 0.28 0.28 0.28 0.28

Total Company Revenue Per Download

0.65 0.65 0.65 0.65 0.65

Forecasted Downloads based on % Market Share 1% 206,094 206,976 207,564 207,564 208,446

Forecasted Downloads based on % Market Share 2% 412,188 413,952 415,128 415,128 416,892

Forecasted Downloads based on % Market Share 3% 618,282 620,928 622,692 622,692 625,338

Projected Revenues from Market Share 1% $134,738.81 $135,315.44 $135,699.86 $135,699.86 $136,276.49

Projected Revenues from Market Share 2% $269,477.63 $270,630.88 $271,399.72 $271,399.72 $272,552.98

Projected Revenues from Market Share 3% $404,216.44 $405,946.32 $407,099.58 $407,099.58 $408,829.47

* Original Age Range Provided by Federal Interagency Forum on Child and Family Statistics spanned 6 to 11 years. I divided by half for this

analysis.

** Pew Forum on Religion & Public Life

*** 75% of American Children Under 8 Have Access to a Smartphone or Tablet

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Cost Benefit Statement

2014 2015 2016 2017 2018 Totals:

Revenue Generated

Save Christmas 134,738.81 270,630.88 407,099.58 407,099.58 408,829.47 1,628,398.32

Save Easter 0.00 121,783.90 244,259.75 366,389.62 367,946.52 1,100,379.79

Save Halloween 0.00 108,252.35 217,119.78 325,679.66 327,063.57 978,115.37

Merchandising Spin Off 33,684.70 125,166.78 217,119.78 274,792.22 275,959.89 926,723.37

Total Benefits: 134,738.81 500,667.13 868,479.11 1,099,168.87 1,103,839.56 3,706,893.48

Costs of Development and Implementation

Save Christmas 78,269.00 0.00 0.00 0.00 0.00 78,269.00

Save Easter 0.00 62,615.20 0.00 0.00 0.00 62,615.20

Save Halloween 0.00 56,353.68 0.00 0.00 0.00 0.00

Application Support and Distribution Costs

Patch/Bug Fix 11,740.35 17,845.33 0.00 0.00 0.00 0.00

Enhancements 0.00 0.00 25,000.00 30,000.00 30,000.00 0.00

iTunes 99.00 99.00 99.00 99.00 99.00 99.00

Google Play 25.00 0.00 0.00 0.00 0.00 0.00

Amazon 0.00 0.00 0.00 0.00 0.00 0.00

Marketing and Promotion * 96,000.00 105,600.00 116,160.00 127,776.00 140,553.60 0.00

Total Cost 186,133.35 242,513.21 141,259.00 157,875.00 170,652.60 140,983.20

Cumulative ROI -51,394.54 206,759.38 933,979.49 1,875,273.36 2,808,460.32 3,565,910.28

* "Calculations by TradeMob suggest that to achieve a Top 10 ranking requires 80,000 downloads in the US, 26,000 in the UK, 15,000 in

Germany…. and most of those downloads need to come in the previous 24 hours. But this comes at a cost, estimated at an average US$1.20

per download in the US for a free app – that means it costs $96,000 to hit the Top 10 in the US. At $0.85 per download in the UK, hitting the

Top 10 will cost $22,100." http://mobithinking.com/mobile-app-promotion-guide

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Labor Costing Assumptions:

1. Overhead rate = 52% and including Facilities and Administration Expenses plus profit

taking and applies to all direct labor costs

2. Fringe Benefits = 32% and is only calculated on the salaries of core team members

Resource Name Std. Rate Annual

Salary

Rate

Reference Notes

Project Manager $92.60/hr 96,000 Indeed.com

Software Developer 1 $90.67/hr 94,000 Indeed.com Senior Developer

Software Developer 2 $53.05/hr 55,000 Indeed.com Junior Developer

Quality Assurance Specialist $90.67/hr 94,000 Indeed.com Senior QA

Character Artist $74.28/hr 77,000 Indeed.com

Environment Artist $55.95/hr 58,000 Indeed.com

Animator $63.66/hr 66,000 Indeed.com

Writer $38.58/hr 40,000 Indeed.com

Sound Engineer (Freelance) $75.00/hr NA Cleancuts.com No overhead

attribution added.

Lawyer (Consultant) $343.00/hr NA American Bar

Association

No overhead

attribution added.

Accountant (Consultant) $179.00/hr NA Journal of

Accountancy

No overhead

attribution added.

Executive Overview

The goal is to make a profitable children’s application called Save Christmas and each

succeeding versions of Save Easter and Save Halloween within X amount of time with the

initial investment of X amount of dollars. By quickly developing an innovative game and

financing advertising aggressively the goal is to achieve the first 80,000 download to get a top

10 rating within X amount of weeks from the launch of the project. Once the top ten rating has

occurred, reaching 200,000 (?) downloads will move us into profitability column.

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Appendix A – Market Research

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Federal Interagency Forum on Child and Family Statistics

POP1 Child population: Number of children (in millions) ages 0–17 in the United States by age, 1950–2012

and projected 2013–2050

http://www.childstats.gov/americaschildren/tables/pop1.asp?popup=true

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Statistics on Religion in America Report -- Pew Forum on Religion & Public Life

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Appendix B – Salary Research

Average Hourly Rate for Accountancy obtained from Journal of Accountancy

Average Legal Hourly Rate Information obtained from the American Bar Association

Sound Engineering Information obtained from Cleancuts.com

IT Salary Information obtained from Indeed.com

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Appendix C – Other General Expenses

iTunes Connect Developer

Annual Developer Fees $99.00

https://developer.apple.com/programs/ios/distribute.html

Google Play Developer

http://blogs.msdn.com/b/jennifer/archive/2013/04/25/comparison-of-windows-store-vs-google-

play.aspx

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Amazon Mobile App Distribution Program

Royalty. For each sale of an App, the responsible Amazon Party will pay you a royalty (“Royalty”)

calculated as follows (where List Price is defined in and subject to Section 5a of this Schedule):

App Type Royalty

Mobile Apps

(including Mobile App In-App Products)

70% of the List Price for the applicable Amazon

Marketplace as of the time of purchase

PC Games

(including PC Game In-App Products)

70% of the List Price for the applicable Amazon

Marketplace as of the time of purchase

PC Software

(including PC Software In-App Products)

The lower of (i) 70% of the List Price or (ii) 90% of

the wholesale price for the corresponding physical

version of the App (if applicable), in each case, for the

applicable Amazon Marketplace as of the time of

purchase.