Making It Happen
Who am I?      I’ve been creating digital content for about 15 years. With Channel 4, BBC, Eurovision, Open University and...
Project Phases      5%   13%11%                         Discovery & UCD                            Scoping                ...
Project Approach & Workflows     1. Research & UCD     2. Project Definition     3. Documentation Phase     4. Pre-productio...
www.nightmarehigh.comA 14-episode fantasy blockbuster which teachesyoung people about the real effects of transition.
the project plan     (it’s a monster)
Stacking Workflows“If you stack workflows you increase risks in dependent tracks. On a complex cross-platform project   one ...
Creative Freedom v Efficiency“When running multiple workflows that are co-dependent ensure that you issue adequate     const...
Our big ideas often start on paper and whiteboards.   If you can DRAW IT then you can MAKE IT.
PAPER PROTOTYPES
3 ACTS : MANY MEDIAThis diagram maps the story, act structure, media types, educational value,unlocking game logic, film co...
MANY LESSONS : MANY MEDIAThis diagram maps educational content against media type, and maps on ideas from game    design s...
GAME LOGIC    This diagram maps:            Game Flow    Content Gateways         Achievements           Collectibles Uniq...
Effective Collaboration         People are in multiple locationsMany aspects of the projects require specialist brains    ...
Q. where do you find good people?
Generalists v Specialists   Your core team should have a high percentage of generalists. Very skilled peoplewho can apply ...
The Team                              Core Team: 20                                                                       ...
Budget - Sample RatesProject Experts & Execs:Producers/Project Managers: £250 - £350pdTechnologists: £250 - £500pdConcept ...
Cost Saving...Know when to stop creative divergenceCreative Freedom v Project EfficiencyUtilise and develop generalists in ...
(thanks)I’m joroach on twitter and skype      jroach@makielab.com
Cross-Platform: Making It Happen
Cross-Platform: Making It Happen
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Cross-Platform: Making It Happen

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How to create a complex cross-platform content system or game, using the example of Nightmare High which was published Sept 2011 by UK broadcaster Channel 4. Includes

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  • Cross-Platform: Making It Happen

    1. 1. Making It Happen
    2. 2. Who am I? I’ve been creating digital content for about 15 years. With Channel 4, BBC, Eurovision, Open University and so on.I’ve worked with brands and broadcasters in hands-on making. I specialise in youth, entertainment and education content.
    3. 3. Project Phases 5% 13%11% Discovery & UCD Scoping 16% Build Testing & Revising Launch & Live Services 54%
    4. 4. Project Approach & Workflows 1. Research & UCD 2. Project Definition 3. Documentation Phase 4. Pre-production & Recruitment 5. Production 6. User Testing 7. Delivery 8. Live Services
    5. 5. www.nightmarehigh.comA 14-episode fantasy blockbuster which teachesyoung people about the real effects of transition.
    6. 6. the project plan (it’s a monster)
    7. 7. Stacking Workflows“If you stack workflows you increase risks in dependent tracks. On a complex cross-platform project one principle needs to be across all tracks so that when you make key decisions the impacts are checked for feasibility across all tracks”
    8. 8. Creative Freedom v Efficiency“When running multiple workflows that are co-dependent ensure that you issue adequate constraints to allow the teams to work efficiently, and enough freedom from the constraints of adjacent workflows so that you don’t strangle their creativity”
    9. 9. Our big ideas often start on paper and whiteboards. If you can DRAW IT then you can MAKE IT.
    10. 10. PAPER PROTOTYPES
    11. 11. 3 ACTS : MANY MEDIAThis diagram maps the story, act structure, media types, educational value,unlocking game logic, film content and type (drama or doc) and duration.
    12. 12. MANY LESSONS : MANY MEDIAThis diagram maps educational content against media type, and maps on ideas from game design sessions with children, ideas from game designers and resilience professionals.
    13. 13. GAME LOGIC This diagram maps: Game Flow Content Gateways Achievements Collectibles Unique content codes Content by type
    14. 14. Effective Collaboration People are in multiple locationsMany aspects of the projects require specialist brains Tools are important. We used these: BASECAMP = Conversation & decision making GOOGLE DOCS = Collaborative authoring CODEBASE = Tracking tasks and workflow
    15. 15. Q. where do you find good people?
    16. 16. Generalists v Specialists Your core team should have a high percentage of generalists. Very skilled peoplewho can apply themselves across tasks (game design, UX, team management and so on). Specialists should be brought in and out of the project in short bursts.
    17. 17. The Team Core Team: 20 Contractors: 37Jo Roach - Executive ProducerAntonio Gould - Project ManagerPROJECT DEFINITION & UCD VIDEO PRODUCTION CONTRIBUTORSJo Roach - Executive Producer Jim Holmes - Producer/Director Fraser Doherty (Jam Boy)Paul Bennun - Chief Creative Officer Ed Hallifax - Assistant Producer Miquita OliverTassos Stevens - Associate Producer & UCD Sian Larkin - Production Coordinator Gemma MernaTom Bowtell - UCD & Researcher Andrea Mercado - Researcher LabrinthGlyn Canon - Schools Liaison Jamie Williams - Editor Dan Hodgson - Camera Operator Danielle Brown Paul Ruston - Sound Designer Amazing PhilNARRATIVE James Tovell - Director of Drama Rickie Haywood-WilliamsNeil Bennun - Story & Script Writer Matt Broad - DOP Drama Melvin OdoomNeil Richards - Story Writer Lisa Baker - Camera Operator Drama Amazing Phil Paul Lucas - Camera Operator Ed De Lacy - Sounds Engineer Dubbing Mixer - Nick Read GAMES PRODUCTIONTECH TEAM Project ManagerRob McHardy - Lead Tech James Miller - Animation Tomasso de Sanctis - Storyboard Game DesignerDavid Herse - Front End Coder Level DesignerClara Udofa - Front End Coder Alice Hopkins - Hair & Make-Up Developer 1 CAST Developer 2 DMentor - Mawaan Rizwan Developer 3DESIGN Developer 4 Mr Piltdown - Dave RobsonDean Vipond - UI & Interface Design Artist 1Ben Steers - Illustrator Miss Xavier - Juliette Goodman Artist 2 Miss Kerry - Eve Dallas QA Physics teacher - Adam ShipwayEXPERTS Voiceover Boy - Jack BaldwinProf Sandra Scott - Psychology Consultant Voiceover Girl - Annie SimmPoppy Nash, Uni of York - Transition Consultant Student cast from Bancrofts School, Woodford Green
    18. 18. Budget - Sample RatesProject Experts & Execs:Producers/Project Managers: £250 - £350pdTechnologists: £250 - £500pdConcept Artworking: £350-500pdDesign & Usability: £250 - £500pdEducational Consultants: £400pd - £600pdAudio/VideoProducer/Director: £250 - £350pd Rate Variation:Sound Design: £450-550pd ExperienceProduction Staff: £150 - £250pd Generalist or Specialist? Skill LevelCreative EfficiencyIllustration: Very variable Length of termNarrative: Very variable IP ownershipTalent: Very variable Location
    19. 19. Cost Saving...Know when to stop creative divergenceCreative Freedom v Project EfficiencyUtilise and develop generalists in core teamGive new talent a chanceNegotiate lower rates in return for more timeDevelop relationships across projectsContinue to develop your own skills
    20. 20. (thanks)I’m joroach on twitter and skype jroach@makielab.com
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