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Digibury: Sony Game developement process - Mark Linott

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Game developer Mark Linott takes us through the entire gaming development process, from initial 'I've got an idea' to shipping... and what a journey! A fascinating and educating insight into a multi-million pound industry.
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The Game Development Process Mark Lintott May 2014
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Page 1: Digibury: Sony Game developement process - Mark Linott

The Game Development Process

Mark Lintott May 2014

Page 2: Digibury: Sony Game developement process - Mark Linott

Introduction

Page 3: Digibury: Sony Game developement process - Mark Linott

Who am I?

Page 4: Digibury: Sony Game developement process - Mark Linott

Game Dev Process 101

Page 5: Digibury: Sony Game developement process - Mark Linott

PreProductionPrototype Production Submission

4 Phases of Game Development

Page 6: Digibury: Sony Game developement process - Mark Linott

6 Months 6 Months

3 Months

8 Months

Pre ProductionPrototype Production Submission

Phase Timeline

Typical 2 Year Game Cycle

Page 7: Digibury: Sony Game developement process - Mark Linott

Development GatesEach of the Phases have a 1 or more Gates

You pass each Gate before you move onto the next

Each Gate passed requires more investment*

Each Gate passed reduces project risk

Page 8: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlphaBetaGold Master

Page 9: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlphaBetaGold Master

Page 10: Digibury: Sony Game developement process - Mark Linott

Prototype : Concept“Grow your idea”

Mostly paper basedMainly designersLots of iterationFail fast

Page 11: Digibury: Sony Game developement process - Mark Linott

Fail FastYou will see making games costs a lot

Come up with many ideasEvaluate them quickly Accept or rejectIterate only if necessaryFail bad ideas fast

Page 12: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlphaBetaGold Master

Page 13: Digibury: Sony Game developement process - Mark Linott

Prototype : Green Light“Sell the concept”

Animatics / Storyboard/ ArtElevator PitchEarly “Grey Box” demo

Page 14: Digibury: Sony Game developement process - Mark Linott

Prototype : Green Light“Sell the concept”

Animatics / Storyboard/ ArtElevator PitchEarly “Grey Box” demo

Page 15: Digibury: Sony Game developement process - Mark Linott

Animatics / Storyboards / Art

Page 16: Digibury: Sony Game developement process - Mark Linott

Prototype : Green Light“Sell the concept”

Animatics / Storyboard/ ArtElevator PitchEarly “Grey Box” demo

Page 17: Digibury: Sony Game developement process - Mark Linott

Elevator PitchIn the time span between

getting onto an elevator and getting off..

..You should be able to pitch anyone on the concept of your game.

Page 18: Digibury: Sony Game developement process - Mark Linott

Prototype : Green Light“Sell the concept”

Animatics / Storyboard/ ArtElevator Pitch“Grey Box” demo

Page 19: Digibury: Sony Game developement process - Mark Linott

Grey Box Demo

Page 20: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlpha Beta Gold Master

Page 21: Digibury: Sony Game developement process - Mark Linott

Pre-Production : Vertical Slice“Prove you can make it”

An entire “vertical slice” through the gameDemonstrate every mechanic or featureProve the core game play works and is funProve you have tools and pipelines in placeProve you can make it to budget

Page 22: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlpha Beta Gold Master

Page 23: Digibury: Sony Game developement process - Mark Linott

Production : First Publishable“Make a sellable thing”

From this point on you could stop production and sell

Risk is now negligibleA subset of levels that to release qualityMarketing can really sell your game

Demos, Magazine/Press coverage etc..

Page 24: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlpha BetaGold Master

Page 25: Digibury: Sony Game developement process - Mark Linott

Submission : Alpha“End to end experience”

Must contain every level, feature, assetNot all polished, some areas might beLoads of bugs but you can play to the end1st Party QA fully involved

Page 26: Digibury: Sony Game developement process - Mark Linott

QAQuality Assurance Team

Test builds dailyPlay through entire gameSubmit reports on Regress bugs that have been fixed

Page 27: Digibury: Sony Game developement process - Mark Linott

Submission : Alpha“End to end experience”

Must contain every level, feature, assetNot all polished, some areas might beLoads of bugs but you can play to the end1st Party QA fully involvedLocalisation begins

Page 28: Digibury: Sony Game developement process - Mark Linott

LocalisationAll games need to be localised for each

languageText, Audio, Images

At least EFIGS

Nearly 20 languages for PS4

Page 29: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlpha BetaGold Master

Page 30: Digibury: Sony Game developement process - Mark Linott

Submission : Beta“The finished product”

Localisation completeAll assets polished to final qualityBugs should be minimal / non criticalMust be TRC compliant

Page 31: Digibury: Sony Game developement process - Mark Linott

TRCTechnical Requirements Checklist

ExamplesNo loading in the main threadGame must exit cleanlyNo long periods of inactivityTrophies must be supportedDisc eject supported

Page 32: Digibury: Sony Game developement process - Mark Linott

Development GatesPrototype

ConceptGreen Light

Pre-ProductionVertical Slice

ProductionFirst Publishable

SubmissionAlpha BetaGold Master

Page 33: Digibury: Sony Game developement process - Mark Linott

Submission : Master“Ship it!”

Burn to final mediaSubmitted to Format QATRC complianceAll “A” class bugs fixedRemaining bugs waived of

fixed

Page 34: Digibury: Sony Game developement process - Mark Linott

Who does what?

Page 35: Digibury: Sony Game developement process - Mark Linott

Development TeamTypically split into 5 major areas

ArtAudioCodeDesignProduction

Page 36: Digibury: Sony Game developement process - Mark Linott

ArtSeveral sub disciplines

EnvironmentCharacterAnimationVFX & LightingTechnical

Page 37: Digibury: Sony Game developement process - Mark Linott

AudioTypical responsibilities

Capturing and synthesising effectsAdding audio effects and music to gameComposing music

Page 38: Digibury: Sony Game developement process - Mark Linott

CodeThese are commonly separated into 2

flavours

ContentTechnology

Page 39: Digibury: Sony Game developement process - Mark Linott

Code : ContentImplement gameplay and gameplay systems

Typical gameplay systems

AI & Path FindingPhysics

Page 40: Digibury: Sony Game developement process - Mark Linott

Code : TechnicalImplement runtime and tools

RenderingResource managementExporters and convertersGame Editors

Page 41: Digibury: Sony Game developement process - Mark Linott

DesignThese are separated into 2 flavours

Creative Designers

Technical Designers

Page 42: Digibury: Sony Game developement process - Mark Linott

Design : Creative

Paper based designDefine gameplay in words and picturesOverall vision for the gameHow the levels and mechanics fit together

Page 43: Digibury: Sony Game developement process - Mark Linott

Design : TechnicalGameplay implementationScriptingAdding gameplay to levelsTriggers, pickups, spawn pointsLevel balancing and fun factor

Page 44: Digibury: Sony Game developement process - Mark Linott

ProductionThey make sure everything gets done

ScheduleCheck listsDependenciesBudgetsResource allocation

Page 45: Digibury: Sony Game developement process - Mark Linott

What does it cost?

Page 46: Digibury: Sony Game developement process - Mark Linott

Show me the money!Let’s consider a hypothetical 2 year console

game

We’ll work in Euros

Page 47: Digibury: Sony Game developement process - Mark Linott

Art 1Design 2

Production 1

Art 25Audio 2Code 20Design 8

Production 8

Art 10Audio 4Code 10Design 1

Production 4

Art 25Audio 4Code 20Design 8

Production 10Outsourcing 40

Vertical SliceConcept 1st Publishable Alpha / Beta

Resource Allocation

Typical 2 Year Game Cycle

Art 2Code 2

Design 3Production 1

Green Light

Art 3Audio 2Code 4

Production 2

Master

Page 48: Digibury: Sony Game developement process - Mark Linott

5

58

29

99

PreProductionPrototype Production Sub

Resource Timeline

Typical 2 Year Game Cycle

711

6 12 24180

Page 49: Digibury: Sony Game developement process - Mark Linott

MMRMan Month Rate

Sometimes referred to as “Burn Rate”

Accounts for salary + running costs

Let’s say ~7500 euros per man per month

Page 50: Digibury: Sony Game developement process - Mark Linott

100K euros

2.6m euros

430k euros

5.9 m euros

Vertical SliceConcept 1st Publishable Alpha / Beta

Development CostPer Gate

Typical 2 Year Game Cycle

160K euros

Green Light

83k euros

Master

MMR @ 7500 euros

Page 51: Digibury: Sony Game developement process - Mark Linott

Grand Total …

Page 52: Digibury: Sony Game developement process - Mark Linott

Grand TotalBest part of 10.0M euros

This is development cost

Advertising + other costs could be 2x this

Page 53: Digibury: Sony Game developement process - Mark Linott

Break EvenSay total spend is 30M euros

Games retail at 60 euros

Need to sell 500,000 copies to “Break Even”

Page 54: Digibury: Sony Game developement process - Mark Linott

What’s it really like?

Page 55: Digibury: Sony Game developement process - Mark Linott

It’s like the Movie Industry!

Page 56: Digibury: Sony Game developement process - Mark Linott

The reality…

Page 57: Digibury: Sony Game developement process - Mark Linott

Games get “Canned”Projects often get “canned” or “axed”

Change in trends?Cost more to finish than they would make?

Not good for team morale

Page 58: Digibury: Sony Game developement process - Mark Linott

CrunchPeople always change their mindsUltimately they want to create the best they

canThis results in work last minute changesThese result in the team having to stay out of

hours to get things doneSome games have very long crunch times

Page 59: Digibury: Sony Game developement process - Mark Linott

CrunchThis normally never happens..

.. that much

Page 60: Digibury: Sony Game developement process - Mark Linott

Demo Driven DevelopmentInvestors need to see visible progress

More progress makes less risk

Easy to get demo after demo

Intrusive and distracting

Page 61: Digibury: Sony Game developement process - Mark Linott

Good Money?Average Developer Salary

Anywhere between 20k - 60K

Better off in banking!

Page 62: Digibury: Sony Game developement process - Mark Linott

PerksEarly access to games

Work with creative talent

Launch parties

Get cool new toys and gadgets before anyone else!

Page 63: Digibury: Sony Game developement process - Mark Linott

Work EnvironmentNormally very relaxed

No dress code

Very creative & fun

Lots of concept art

Page 64: Digibury: Sony Game developement process - Mark Linott

Work EthicMost people love games more than money

People collaborate and work as teams

People stay late because they love what they do

Page 65: Digibury: Sony Game developement process - Mark Linott

Closing wordsHopefully you’ve had a brief insight to the

process

It is a very fun, creative and challenging environment

You now know why games cost you so much!

Page 66: Digibury: Sony Game developement process - Mark Linott

The EndThankyou

uk.linkedin.com/in/mrmarkie/

@rendertramp


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