Date post: | 09-Jan-2017 |
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Software |
Upload: | devgamm-conference |
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Lessons Learned from being in
Games ProductionSlava Lukyanenka
Who am I?• FORMER QA• PROJECT Manager at WARGAMING (MINSK)
• TEAM ManageMENT• Processes • DESIGN• PROTOTYPES
• ISTQB / ICP APM / Scrum / BLABLABLA CERTIFIED
Who am I?
• INDIE DEVELOPER AT NIGHT• D&D MASTER FOR 10 YEARS• GAMEDEV EVENTS ORGANIZER (SOMETIMES)
Main hero of the StoryPROJECT MANAGERPRODUCER
LEAD DESIGNERGAME DIRECTOR
GAME FACILITATOR o_0
GAME VISIONER
PRODUCTION DIRECTOR
PRODUCT MANAGER
Main hero of the StoryTHE - ONE - WHO - IS - RESPONSIBLE -
-FOR - DELIVERY - IN - TIME -- WITH - PROPER - QUALIty -
- LIMITED - BUDGET -- AND - FULL - UNDERSTANDING -
- by - Providing - -- service - leadership -- and - ORGANIZING -
- THE - WORK - EnVIRONMENT.
LET’s NAME THE HERO
TEAM
Story 1: EFFECTIVE TEAM
PROGRESS:
Story 1: EFFECTIVE TEAMWe Need STUFF!
PROGRESS:
WOW! AWESOME! EASY-PEASY! SURE, WHY
NOT!
Story 1: EFFECTIVE TEAMOK! WE NEED
STUFF2!
PROGRESS:
WOW! AWESOME! WELL… HMMM, OK!
Story 1: EFFECTIVE TEAMIt’s TIME TO
MAKE STUFF3!
PROGRESS:
WOW! AWESOME! HMM… THAT’S
BULLSHIT!NO. IT’s NOT, BECAUSE… OK!
Story 1: EFFECTIVE TEAMHOW ABOUT
STUFF4?
PROGRESS:
WOW! AWESOME!
WE NEED TO DO STUFF5 INSTEAD
IT DOESN’t WORK!
WHERE IS YOUR
METRICS? LOOK!IT’s NOT
RELEVANT!OK, DO,
WHAT YOU WANT!
Story 1: EFFECTIVE TEAMSTUFF6?
PROGRESS:
I’m LEAVING!YOU SAID IT
DOESN’t WORK!
I’ll DO STUFF5 instead!
…
Why?
Forming
STORMING
NORMING
PERFORMING
How to avoid?BEFORE:• FIX RESPONSIBILITIES BEFORE the START• BUILD TRUST AND GOOD RELATIONSHIP
IN PROCESS:• REMAIN POSITIVE AND FORM IN THE FACE OF CHALLENGES• Resolve CONflictsRISKY TOOLS:• EXPLAIN THE CONCEPT of TUCKNAN’S CYCLE To THE TEAM• PROVOKE SMALL CONflict
(MAKE THE TEaM to LET OFF THE STEAM)
Short Story: Big Team
Short Story: Big Team
IMPORTANT(!!!)START SMALL, START SMART!
IF YOU DON’T NEED SOMEONE ON FULL TIMEDO NOT HIRE!
DOn’t Let ANYTHING GO!
PROCESSES
Story 3: Effective processesWe Need PROCESS! NO LEt’s CODE
INSTEAD! Oh… C’MON!
PROGRESS:
…
Story 3: Effective processesWe ARE
LATE! WE NEED
PROCESS!OK! FIne!
I USED SCRUM
BEFORE!Oh NO… AGAIN!
PROGRESS:
Let's TRY!
Story 3: Effective processes
PROGRESS:
Sprint 1+ -
• blablabla• blablabla• blabla• 42• blablaBla• BLA
Δ
• DID 15/20 STORY POINTS
• WILL DO 25 SP
Sprint 2+ -
• blablabla• blablabla• blabla• 42• blablaBla• BLA
Δ
• DID 15/25 STORY POINTS
• WILL DO 30 SP
Sprint 3+ -
• blablabla• blablabla• blabla• 42• blablaBla• BLA
Δ
• DID 15/30 STORY POINTS
• WILL DO 35 SP
Story 3: Effective processesWHAT?
!See In
DESIGN DOCS!
HOW it should work?
NO DESIGN DOCS!
WE’re agile!
PROGRESS:
Why?
USING PRACTICE WITHOUT UNDERSTANDING
PLAN
DO
CHECK
ACT
Why?
EVEN WATERFALL
DESIGN
CODE
TEST
PLAN
DESIGN
CODE
TEST
PLAN
DESIGN
CODE
TEST
PLAN
How to avoid?SHARE FRAMEWORK CULTURE, NOT ONLY THE RULES
EXPLAIN DECISIONS
BE FLEXIBLE: IN PROCESSES, OBJECTIVES, METHODS
PROVIDE REGULAR CHANGES
DOn’t STUCK on FRAMEWORK RULES
Imortant (!!!)
PROCESSES WILL CHANGE AND EVALUATE during THE WHOLE PROJECT LIFETIME
IT’S OK. ACCEPT IT!
Story 4: Effective Planning2 months
1.5 months
3.5 months
4 months…
1 months
+
+
+
++
RELEASE!RELEASE!
RELEASE!
RELEASE!
RELEASE!
Why?
if you don't plan you plan to fail
Why?
RELEASE in 9 weeks!
Why?
GAMEPLAYGAMEPLAYGAMEPLAYGAMEPLAY
Meta gameplay
Socialization
Integration
• CORE GAMEPLAY - 20%• MeTA GAMEPLAY - 35 %• SOCIALIZATION - 15 %• INTEGRATION - 15%• WTF TASKS - 15%
Why?
RELEASE in 20 weeks!
How to avoid?• PLAN and ESTIMATE EVERY TASK
• MULTIPLY Your ESTIMATION BY 3• MEASURE AND ESTIMATE YOUR RISKS
• MEASURE PERFORMANCE EVERY ITERATION• KEEP YOUR PLAN UP TO DATE
PRODUCTS
Story 5: Do we need this feature?RIZE PRICES! INCREASE LIFE
TIME!
WE NEED TO INCREASE REVENUE
IT’s TO SLOW! THINK ABOUT
PLAYERS, STUPID!YOU STUPID! YOU!
…
Why?
People want to achieve a common goal, but they find each other idiots
How to avoid?
INCREASE REVENUE
Objective
Getting PLAYERS TO PAY MORE
NEED
Getting players to play longer
NEED
NO CONTENT+
RIZE PRICES
WANT
NEW CONTENT+
DISCOUNT
WANT
CONF
LICT
assumptions
FIND OUT WHICH ASSUMPTION IS FALSE
EXTRAS
TIP 1: GAME MANIFESTOCREATE GAME MANIFESTO AND FOLLOW IT:
- THE IDEA- TARGET AUDIENCE- GAME PILLARS- ART STYLE- ATMOSPHERE- SETTING- TARGET AUDIENCE
KEEP IT UP TO DATE
REGULARLY check your DECISIONS on the manifesto
Tip 2: Everyday I Play
PLAY YOUR GAME WITH EVERY ADDED FEATURE
REMEMBER: THIS GAME FOR YOUR Target audience, NOT (ONLY)FOR YOU
CHECK, IS THIS REALLY WHAT YOU WANT FOR YOUR AUDIENCE?
Tip 3: Keep talking and nobody explodes
All we need is understanding