Game Development 2 Dot 0

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    Game Development 2 Dot 0 - Presentation Transcript

    1. Game Development 2.0: Moving from boxed product to a service-based model Justin Quimby Justin@QuimbyHeavyIndustries.com 1
    2. Need assistance in building a service? • You are looking at a copy of the slides I used in my 2009 GDC presentation • Please contact me if you have any questions or I could be of assistance to you and your organization • Justin@QuimbyHeavyIndustries.com Justin@QuimbyHeavyIndustries.com 2
    3. Obligatory Background Slide • Asheron’s Call • Asheron’s Call 2 • Lord of the Rings Online • Dungeons and Dragons Online • Spore Justin@QuimbyHeavyIndustries.com 3
    4. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 4
    5. Boxed Product Justin@QuimbyHeavyIndustries.com 5
    6. Service Justin@QuimbyHeavyIndustries.com 6
    7. A Service is not a Franchise Service Franchise Justin@QuimbyHeavyIndustries.com 7
    8. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 8
    9. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 9
    10. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 10
    11. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 11
    12. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 12
    13. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 13
    14. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 14
    15. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 15
    16. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 16
    17. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 17
    18. Differing Mindsets Boxed Products Services • Do whatever it takes to ship • Design for continuous revenue • Obsess over launch date • Practice sustainable competition and marketing development • Throw bodies at problems • Invest in automation and • Build and plan for one tools release • Listen to customers • Rest when the game is done • Evolve the product continuously Justin@QuimbyHeavyIndustries.com 18
    19. We are … Justin@QuimbyHeavyIndustries.com 19
    20. We are … Justin@QuimbyHeavyIndustries.com 20
    21. We are Hunters Justin@QuimbyHeavyIndustries.com 21
    22. See the target Justin@QuimbyHeavyIndustries.com 22
    23. Gather weapons Justin@QuimbyHeavyIndustries.com 23
    24. Go on the Hunt Justin@QuimbyHeavyIndustries.com 24
    25. Avoid injury Justin@QuimbyHeavyIndustries.com 25
    26. Collect the spoils Justin@QuimbyHeavyIndustries.com 26
    27. Rewards can be very high Justin@QuimbyHeavyIndustries.com 27
    28. Risks are very high Justin@QuimbyHeavyIndustries.com 28
    29. Rest Justin@QuimbyHeavyIndustries.com 29
    30. We need to move beyond hunting Justin@QuimbyHeavyIndustries.com 30
    31. We need to move beyond hunting Justin@QuimbyHeavyIndustries.com 31
    32. We need to move beyond hunting Justin@QuimbyHeavyIndustries.com 32
    33. Evolving our Mindset Justin@QuimbyHeavyIndustries.com 34
    34. Company Culture The culture of the boxed product can be the culture of company failure Justin@QuimbyHeavyIndustries.com 35
    35. Culture can sabotage everything Justin@QuimbyHeavyIndustries.com 36
    36. Who do you reward and praise? Justin@QuimbyHeavyIndustries.com 37
    37. Firefighters? Justin@QuimbyHeavyIndustries.com 38
    38. Firefighting is Hunting Justin@QuimbyHeavyIndustries.com 39
    39. Who wants to live here? Justin@QuimbyHeavyIndustries.com 40
    40. Users leave burning neighborhoods Justin@QuimbyHeavyIndustries.com 41
    41. Hunting Culture Warning Signs • Team feels they are done when the product goes gold • Corporate focus on shipping rather than shipping then supporting the product • Formal review and compensation process does not place value on a service-oriented mindset • Service support is not seen as sexy • No clear path for service-based career growth • No financial incentives for building a sustainable service • Superstars go on to new projects • Mediocre employees get dumped on the live team Justin@QuimbyHeavyIndustries.com 42
    42. Hunting Culture Fixes • Build a culture focused on post-ship • Build career paths around supporting a service – Titles – Financial rewards • Make planning sexy – Reward proactive problem solvers – Track promises and results Justin@QuimbyHeavyIndustries.com 43
    43. Plan like a Farmer Justin@QuimbyHeavyIndustries.com 44
    44. Plan like a Farmer Preproduction 1 4 2 Gameplay and Core Technology 3 Gameplay testing and iteration Patch and Release testing Final Approval and Ship 4 Process 10 Slop time Justin@QuimbyHeavyIndustries.com 45
    45. Scheduling is Critical Justin@QuimbyHeavyIndustries.com 46
    46. Scheduling is Critical Justin@QuimbyHeavyIndustries.com 47
    47. Passion Crunch Justin@QuimbyHeavyIndustries.com 48
    48. Schedule Crunch Justin@QuimbyHeavyIndustries.com 49
    49. ANY type of crunch leads to burnout Justin@QuimbyHeavyIndustries.com 50
    50. Management Justin@QuimbyHeavyIndustries.com 51
    51. Staff Justin@QuimbyHeavyIndustries.com 52
    52. Planning for Schedule Crunch is Planning to Fail your Service Justin@QuimbyHeavyIndustries.com 53
    53. Death Marching is not necessary • D&D Online shipped with only 6 weeks of crunch in a 2.5 year development cycle Justin@QuimbyHeavyIndustries.com 54
    54. You build your own path Justin@QuimbyHeavyIndustries.com 55
    55. Plan well for launch • A smooth service launch needs every aspect of the launch to be rehearsed • Intentionally fail internally before you fail externally Justin@QuimbyHeavyIndustries.com 56
    56. Plan well for launch • Escalation pipelines • On-call personnel procedures • Community management tools • Telemetry and other mechanisms to measure customer usage • Patch process and tools Justin@QuimbyHeavyIndustries.com 57
    57. Patching Justin@QuimbyHeavyIndustries.com 58
    58. Patching Justin@QuimbyHeavyIndustries.com 59
    59. Patching Justin@QuimbyHeavyIndustries.com 60
    60. Patch Process Justin@QuimbyHeavyIndustries.com 61
    61. Patch Process • Who decides what goes in a patch? • How long does QA need to review the patch? • Does QA need to formally approve the patch? • What happens if QA rejects a build? • What backward compatibility testing is done? • Who makes the call on publishing a patch? • How does the development team work ahead on the next patch while QA is testing? • What is the branching process? Justin@QuimbyHeavyIndustries.com 62
    62. Branch Process • Keep it as simple as possible • Ensure all departments follow it • Pre-launch and post-launch branches follow the same process • Trust but Verify – Require developers to write and run unit tests – Use automated testing – Run a “shaminator” • Never set branch deadlines on Monday or Friday Justin@QuimbyHeavyIndustries.com 63
    63. Build Process Justin@QuimbyHeavyIndustries.com 64
    64. Build Process Justin@QuimbyHeavyIndustries.com 65
    65. Build Process • Make an automated build system • Have a clear owner who kicks off the official build • Have a simple build numbering system • Use one build system Justin@QuimbyHeavyIndustries.com 66
    66. Deployment Justin@QuimbyHeavyIndustries.com 67
    67. Deployment • How does the handoff of the build to Network Operations work? • How much time do they need? • What last-minute sanity checking is done prior to letting the public in? • Who can make the call for an abort of the deployment? • How can operations roll-back to a previous version? Justin@QuimbyHeavyIndustries.com 68
    68. Player Communication Justin@QuimbyHeavyIndustries.com 69
    69. Player Communication • How do the players know about upcoming downtime? • What information is provided to them during downtime? • How are new changes communicated to them? Justin@QuimbyHeavyIndustries.com 70
    70. Crisis Management Justin@QuimbyHeavyIndustries.com 71
    71. Information is Power Justin@QuimbyHeavyIndustries.com 72
    72. Perception is Reality Justin@QuimbyHeavyIndustries.com 73
    73. DRM Justin@QuimbyHeavyIndustries.com 74
    74. DRM Justin@QuimbyHeavyIndustries.com 75
    75. DRM Justin@QuimbyHeavyIndustries.com 76
    76. Community Management • Never promise something you cannot deliver • Always respect the intelligence of your players • As much as possible, explain why potentially contentious changes are being made • The crowd will expose every flaw in your logic • At some point, you will be wrong! Justin@QuimbyHeavyIndustries.com 77
    77. Hire proven experience Justin@QuimbyHeavyIndustries.com 78
    78. Customer Service is everyone’s job Executive Team Project Production Management Team Development Service Team Team Art QA Engineering Net Ops Customer Design Service Justin@QuimbyHeavyIndustries.com 79
    79. Team composition Justin@QuimbyHeavyIndustries.com 80
    80. Evolving teams 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Prepro Dev First Alpha Beta Launch Playable Hunters Farmers Justin@QuimbyHeavyIndustries.com 81
    81. Best Practices for Building Services Justin@QuimbyHeavyIndustries.com 82
    82. Patch Notes for Every Build Justin@QuimbyHeavyIndustries.com 83
    83. Patch Notes for Everyone Justin@QuimbyHeavyIndustries.com 84
    84. Peer Review for Everyone Justin@QuimbyHeavyIndustries.com 85
    85. Physical Proximity Justin@QuimbyHeavyIndustries.com 86
    86. Spore Gameplay Editor Engineers Team Core Animation Engine Engineers Team Pollination Artists, An & Web imators & Team Audio Justin@QuimbyHeavyIndustries.com 87
    87. Woo-hoo! Justin@QuimbyHeavyIndustries.com 88
    88. Services Beat Boxed Products Justin@QuimbyHeavyIndustries.com 89
    89. The work is not done Justin@QuimbyHeavyIndustries.com 90
    90. The work is not done Justin@QuimbyHeavyIndustries.com 91
    91. Post-Launch Work Gameplay and Content Bug Fixing Additions Service Improvements Justin@QuimbyHeavyIndustries.com 92
    92. Post-Launch Work Justin@QuimbyHeavyIndustries.com 93
    93. Provide Joy Justin@QuimbyHeavyIndustries.com 94
    94. No Joy becomes No Team Justin@QuimbyHeavyIndustries.com 95
    95. Automate, Automate, Automate Justin@QuimbyHeavyIndustries.com 96
    96. Services Require Flexibility Justin@QuimbyHeavyIndustries.com 97
    97. Boxed Products requires a Fixed Goal Justin@QuimbyHeavyIndustries.com 98
    98. Flexibility or death Justin@QuimbyHeavyIndustries.com 99
    99. Types of users Justin@QuimbyHeavyIndustries.com 100
    100. Types of users Justin@QuimbyHeavyIndustries.com 101
    101. Types of users Justin@QuimbyHeavyIndustries.com 102
    102. Spore riding creatures Justin@QuimbyHeavyIndustries.com 103
    103. Sporn Justin@QuimbyHeavyIndustries.com 104
    104. Crafting in D&D Online No! Yes! Justin@QuimbyHeavyIndustries.com 105
    105. Evolving Services need Evolving Teams Year 2 Year 1 Launch Justin@QuimbyHeavyIndustries.com 106
    106. Single Points of Failure Justin@QuimbyHeavyIndustries.com 107
    107. Single Points of Failure Justin@QuimbyHeavyIndustries.com 108
    108. Single Points of Failure Justin@QuimbyHeavyIndustries.com 109
    109. Single Points of Failure Justin@QuimbyHeavyIndustries.com 110
    110. Humanity Justin@QuimbyHeavyIndustries.com 111
    111. Humanity Justin@QuimbyHeavyIndustries.com 112
    112. Recognize unique talent Justin@QuimbyHeavyIndustries.com 113
    113. Duplicate it Justin@QuimbyHeavyIndustries.com 114
    114. Keep the team happy Justin@QuimbyHeavyIndustries.com 115
    115. Never be this guy Justin@QuimbyHeavyIndustries.com 116
    116. Services are the Future Justin@QuimbyHeavyIndustries.com 117
    117. Happy Farming! Justin@QuimbyHeavyIndustries.com 118
    118. Need assistance in building a service? • You are looking at a copy of the slides I used in my 2009 GDC presentation • Please contact me if you have any questions or I could be of assistance to you and your organization • Justin@QuimbyHeavyIndustries.com Justin@QuimbyHeavyIndustries.com 119

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