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Gaming Industry part 2- production

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In this material, I have tried to summarize and provide an overview about the video game industry. By defining the production, production main milestones, more details about required team and team structure. At the end we elaborate about the budgeting with a comparison between production cost in the US and Egypt, based on some illustrated assumptions. In part 1, we have covered the defining of the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature, Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons. In part 3, I have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
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Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview November 2009 Prepared By: Al-Motaz Bellah Alaa Al-Agamawi Source: Game Design and Development, By Michael Moore, Pearson, 2007 Part 2 Production Overview With Focus on Scheduling and Budgeting Gaming Industry
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Page 1: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

November 2009

Prepared By:

Al-Motaz Bellah Alaa Al-Agamawi

Source: Game Design and Development, By Michael Moore, Pearson, 2007

Part 2

Production Overview

With Focus on Scheduling and Budgeting

Gaming Industry

Page 2: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Table of Content

2

Production Overview

Main Milestones

Milestones Details

Estimate Timeframes

Team Overview

Team Structure

Main Players

Resources over Milestones

Budgeting

Assumptions

US/EU Game Cost

Egypt Game Cost

Cost Comparisons

Page 3: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

3

Production Overview

Page 4: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Production Overview…

4

Postproduction

Production

Preproduction

Page 5: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Production Overview…

5

Preproduction:

• Design Specification: Pitch Paper and Design Proposal

• Game Design Document

• Technical Review

• Selecting Game Engine (Middleware)

Page 6: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Production Overview…

6

Production:

• Interactive Prototype

• Designer Tools (Map Editor, Scripting Language, …)

• User Interface

• Balancing Game Play

• Debugging

• Marketing

Page 7: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Production Overview…

7

Postproduction:

• Marketing and distribution of Game

Page 8: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

8

Production Milestones Overview

Page 9: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones…

9

1 • Game Design Document- GDD

2 • Technical Review

3 • Engine Proof

4 • Playable

5 • Interim Checkpoint

6 • Alpha

7 • Interim Checkpoint

8 • Beta

9 • Golden Master

Page 10: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 1- Game Design Document- GDD

10

Game Design Document:

• Timeframe: 3 to 6 Month

GDD Art

Specification Design Doc

Complete Content

Assets List

Updated Schedule

and Budget

Summary of Marketing

Opportunity

Secondary Products Based on Design

Phase Output/ Deliverables

• Management Either Approve or Cancel

Dependency

Page 11: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 2- Technical Review

11

Technical Review:

• Timeframe: 2 to 3 Month

Technical Design Doc Production timeline

Formal Milestone

Schedule and Checklist

List of Needed Resources

Final Development

Budget

Technology Demo Code

Phase Output/ Deliverables

• Approval of GDD

• Management Either Approve or Cancel

Dependency

Page 12: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 3- Engine Proof

12

Engine Proof:

• Timeframe: 3 to 9 Month

One or More Demo Programs of the Technology including

Movement and Combat Sample Art for review

Phase Output/ Deliverables

• Approval of TR

• Interactive Prototype is Up and running

Dependency

Page 13: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 4- First Playable

13

First Playable:

• Timeframe: 3 to 12 Month

Working Version of the Game with at least one entire level

Including all the major activities

Sample of Game Art although engine

might not be able to handle animation

and effects

Associate Doc to Support Version

Updated Schedule and Budget based on current status

Phase Output/ Deliverables

Approval of Engine

Proof Dependency

Page 14: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 5- Interim Checkpoint

14

Interim Checkpoint:

• Between First Play and Alpha

• Frequency: Once a Month

Monthly version including main game play to be completed

and showable

Documentation showing status and explaining

all changes from previous version

Phase Output/ Deliverables

Page 15: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 6- Alpha

15

Alpha:

• Timeframe: 3 to 9 Month

• Starting from end of First play

• Definition of Alpha: Feature Complete

All Major Game play are coded, player can play

from start to finish

May contain a considerable amount of

placeholders art

Shell Interface will be probably

missing

Phase Output/ Deliverables

Page 16: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 7- Interim Checkpoint

16

Interim Checkpoint:

• Between Alpha and Beta

• Frequency: Once a Month

• Time between Alpha and Beta is the Longest in production

All Art work is completed

Levels are completed

Audio is Added

Final Code Modules are Completed

Phase Output/ Deliverables

Testing Starts

for Game Play

Dependency

Page 17: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 8- Beta

17

Beta

• Timeframe: from 3 to 6

• Game is finished and ready to be shipped except for tuning and final testing

Priorities all reaming Bugs

Attempt to remove as many as possible bugs especially ones that cause crashes or

violate SW standard

Phase Output/ Deliverables

Game Ready

to Market

Dependency

Page 18: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… 9- Golden Master

18

Golden Master

• Turning the Golden Master Version for Final Disk for final Verification and Approval

• When Golden Master is Accepted the Production Cycle Ends

Page 19: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Main Milestones… Estimate Timeframes for Games

19

Phase Highly

Sophisticated

Avg.

Sophisticated

Min

Sophisticated

GDD 6 4.5 3

TR 3 2.5 2

Engine Proof 9 6 3

First Playable 12 7.5 3

Alpha 9 6 3

Beta 6 4.5 3

Total Req. Time 45 Month 29 Month 17 Month

Approx. Time 4 Years 2.5 Years 1.5 Year

Page 20: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

20

Team Overview

Page 21: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Team Overview … Team Structure

21

Source: Game Design and Development, By Michael Moore, Pearson, 2007

Page 22: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Team Overview … Main Players

22

Producer: Has a working experience between 15 to 25 years in game industry.

Shipped Multiple titles. Act as the new company’s management.

Designer: Designed min of 3 shipped titles. One was a smash success and the

other two were respectable hits.

Lear Programmer: Has a working experience of more than 8 years in the game

industry. Has shipped multiple titles.

Senior Programmer/Tools: Has a working experience of more than 8 years in

the game industry on many different tools for designer and artist.

Senior Programmer/Engine: Has a working experience of more than 7 years in

the game industry with experience in building game engines and using middleware.

Page 23: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Team Overview … Main Players

23

Lead Artist: Worked as a creative director at last position. Shipped a minimum

of 6 tiles with an experience not less than 11 years.

3D Modeling Artist: Has a working experience of more than 7 years in the

game industry and a minimum of three shipped titles. Must Master 3D studio.

3D Texture Artist: The most junior group member with an experience not less

than 5 years and a minimum of two shipped titles.

Page 24: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Team Overview … Typical Team Members Functions

24

Producer

Designer

Asst Designer

Lead Programmer

Programmer/Tools

Programmer/Engine

Programmer/Network

programmer/ Audio

Lead Artist

Artist/3D Modeling

Artist/Animation

Artist/3D texture

Artist/Interface

Music

Lead test

Inhouse Testers

Temp Testers

Page 25: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Team Overview … Allocation Over Milestones

25

If we considered a minimum sophisticated Game, Milestones will be as follows:

6 Months

• Pre-Alpha

• GDD, Technical Review, Engine Proof, First Playable

9 Months

• Alpha

• 9 Interims Checkpoints will be produced

2 Months • Beta

1 Month • Golden master

Page 26: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Team Overview … Allocation Over Milestones

26

If we considered a

minimum sophisticated

Game, Resource

allocation will be as

follows, over 18

Months:

1st 6 Months 2nd 6 Month 3rd 6 Month

Producer 1 1 1

Designer 1 1 1

Asst. Designer 1 1 1

Lead Programmer 1 1 1

Programmer 4 6 6

Lear Artist 1 1 1

Artist 7 15 15

Music 1 1

Lead Test 1 1

In-house Tester 3

Part-time Tester 4

Total 16 28 35

Page 27: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

27

Budgeting

Page 28: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Assumptions for US/EU-- General

28

The coming assumptions are for a minimum sophisticated game production.

Budgeting is for production cost only without any other expenses.

Depreciation and other accounting norms are not calculated.

Plan is over 18 Months, and divided by quarters.

Resources and Resource allocation are based on info mentioned in previous sections.

25% benefits are calculated from the total salaries to cover uncalculated items.

Assuming Rent as 35,000 USD per month for 2000 square foot space.

Two desk, a chair, a lamp, telephone, a whiteboard, bookshelf for each team

member. A cost of 500 USD per team member is calculated.

3000 USD per team member computer and infrastructure share in included.

1500 USD for SW license per producer, designer and testers

3000 USD for SW license per programmers

7000 USD for SW license per Art professional

Page 29: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Assumptions for US/EU-- General

29

Different Team Functions and Ranks

Salaries in USD

Page 30: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Budget for US/EU

30

# Staff over 1.5 Year

Total Salaries

Page 31: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Budget for US/EU

31

A Minimum Sophisticated Game

production cost in US/EU is

3,711,750 USD

Page 32: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Assumptions for Egypt-- General

32

Assuming an

Average of 39%

of the US/EU

Salaries

Rent is calculated

as 8000 USD per

month

Page 33: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Budget for Egypt

33

Page 34: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Budget for Egypt

34

A Minimum Sophisticated Game

production cost in Egypt is

1,255,725 USD

Page 35: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Comparing Egypt to US/EU Cost

35

Page 36: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

Budgeting… Comparing Egypt to US/EU Cost

36

Page 37: Gaming Industry  part 2- production

Game Industry By: Motaz Al-Agamawi Part- 2, Production Overview

thank you…

37

For More Information and Further Discussions

Al-Motaz Bellah Alaa Al-Agamawi

Email: [email protected]

Skype ID: magamawi

Linkedin Profile: http://www.linkedin.com/in/motazalagamawi

SlideShare Profile: http://www.slideshare.net/magamawi


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