All In - Final Presentation


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presented on December 6, 2010

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All In - Final Presentation

  1. 1.
  2. 2.
  3. 3.
  4. 4. Our Sponsor & Client<br />
  5. 5. Previously on<br />All In<br />
  6. 6. Our Trip to<br />Seattle<br />
  7. 7. Our Goals<br />Multiple Screens<br />PC<br />Shared Screen<br />Windows Phone 7<br />Hidden Screen 1<br />Hidden Screen 3<br />Hidden Screen 2<br />
  8. 8. Our Goals<br />Plus Spectator Screen<br />PC<br />Shared Screen<br />Windows Phone 7<br />Spectator Screen<br />Hidden Screen 1<br />Hidden Screen 3<br />Hidden Screen 2<br />
  9. 9. Our Goals<br />Multiple Locations<br />Shared Screen 1<br />Shared Screen 2<br />HS 4<br />HS 6<br />HS 2<br />HS 5<br />HS 1<br />HS 3<br />Spectator Screen on PC<br />Shared & Hidden Screen on Windows Phone 7<br />Shared & Hidden Screen on PC<br />
  10. 10. Our Goals<br />Xbox LIVE Avatars<br />Shared Screen 1<br />Shared Screen 2<br />HS 4<br />HS 6<br />HS 2<br />HS 5<br />HS 1<br />HS 3<br />Spectator Screen on PC<br />Shared & Hidden Screen on PC<br />
  11. 11. Halves Demo<br />
  12. 12. After<br />Halves<br />
  13. 13. Results from<br />Halves<br />Our client streamed our presentation and thought we did a great job… BUT our demo was really slow.<br />The serverarchitecture was changed to address a number of issues.<br />We were invited back to Microsoft to work out the details with their team.<br />
  14. 14. Our Plan<br />
  15. 15. Imp. Events<br />Release<br />Our Plan At Halves<br />Sprint Theme<br />September<br />November<br />August<br />December<br />October<br />Week<br />1<br />2<br />3<br />4<br />6<br />7<br />8<br />10<br />11<br />12<br />13<br />15<br />Softs<br />finals<br />Halves<br />Quarters<br />Client<br />In Pgh<br />Cruise<br />Phones Released<br />Thanks-giving<br />Brainstorm<br />/ Seattle Trip<br />Core Game<br />Pre-Alpha<br />Networking<br />Alpha<br />Multiplayer<br />Beta<br />Spectator Screen & Avatars<br />Avatars<br />Release Candidate<br />Extras<br />Testing<br />Testing<br />Debugging & Polishing<br />
  16. 16. Imp. Events<br />Release<br />Our Plan After Halves<br />Sprint Theme<br />September<br />November<br />August<br />December<br />October<br />2<br />3<br />4<br />6<br />7<br />8<br />10<br />11<br />12<br />13<br />15<br />Week<br />1<br />Softs<br />finals<br />Halves<br />Quarters<br />Client<br />In Pgh<br />Cruise<br />Phones Released<br />Thanks-giving<br />Brainstorm<br />/ Seattle Trip<br />Seattle Trip 2<br />Core Game<br />Pre-Alpha<br />Networking<br />Alpha<br />Multiplayer<br />Beta<br />Beta<br />Spectator Screen & Avatars<br />Avatars<br />Release Candidate<br />Release Candidate<br />Extras<br />Make It Work<br />Testing<br />Testing<br />Debugging & Polishing<br />
  17. 17. Our Testing<br />Process<br />
  18. 18. Playtest 1<br />September 9, 2010<br />Observation<br />
  19. 19. Playtest 2<br />October 21, 2010<br />Test User Interface<br />
  20. 20. CMU President’s Visit<br />October 23, 2010<br />It was a treat for our guests to have an opportunity to experience your presentation about ALL IN… and witness the talent, diversity and dedication of our students first hand.<br />Jared L. Cohon<br />CMU President<br />T.E.A. Mixer<br />October 28, 2010<br />
  21. 21. Playtest 3<br />November 4, 2010<br />Test Spectator Screen and<br />New Windows Phone Hardware<br />
  22. 22. Another Trip to<br />Microsoft<br />November 8-10, 2010<br />Changed the server at Microsoft.<br />Instead of sending entire game state (token), we’re sending just what has changed.<br />Players now have the ability to make off-turn moves.<br />
  23. 23. Playtest 4<br />November 17, 2010<br />Test New Server and <br />Multiple Locations<br />Message<br />Service<br />All In<br />Project Room 2214<br />ETC Classroom<br />Microsoft Headquarters<br />
  24. 24. Location 2<br />Soft Opening<br />November 22, 2010<br />Location 1<br />Spectator<br />Location 3<br />
  25. 25. Playtest 5<br />December 1, 2010<br />
  26. 26. Our Product<br />
  27. 27. Server<br />Service<br />High Level<br />Overview<br />Token<br />New<br />Message<br />Service<br />Old<br />Multiplayer<br />Server<br />Game<br />Game<br />Client/UI<br />Client/UI<br />
  28. 28. Message Service Code<br />
  29. 29. Service<br />Game Logic<br />Send<br />Message<br />Get<br />Message<br />Game Data<br />Object<br />Poker<br />Logic<br />UI<br />Winning<br />Manager<br />Betting<br />Manager<br />Pot<br />Manager<br />
  30. 30. Game Logic<br />screenshot with code & comments<br />
  31. 31. Visuals<br />User Interface<br />Xbox Live Avatars<br />
  32. 32. User Interface<br />Lightweight UI Framework<br />- many types of elements<br />- phone and PC<br />- animation system<br />
  33. 33. Xbox LIVE Avatars<br />
  34. 34. Production<br />
  35. 35. Our Post-mortem<br />
  36. 36. Lessons Learned<br />Utilize your client’s software and technology, when possible.<br />Don’t be afraid to ask questions.<br />Don’t be afraid to cancel playtests.<br />Comment and documentas you go.<br />
  37. 37. Deliverables<br />Code drop– full copy of project.<br />Documentation of what worked and what didn’t work.<br />Game Design Document.<br />Playtest surveys.<br />Returning Windows Phone 7 Hardware.<br />Sharing UI framework with the ETC for future XNA projects.<br />
  38. 38. Client Comments<br />Awesome job!  I can’t believe how much progress you guys made since the last playtest.  Clearly the “goals” were met.  The system is quite playable, and shows what the experience could be like.<br />Arnold Blinn<br />Microsoft<br />
  39. 39. Keith Janocha<br />Our PTI intern<br />Mike Christel & Chris Klug<br />Our advisors<br />Arnold Blinn, Rich Hagemeyer,<br />Michael Cole, & the Microsoft Team<br />Our clients<br />Thank You!<br />to everyone who helped us, especially<br />Janice Metz<br />GeorgiHilinski<br />Corey Flowers<br />Anita Nebiolo<br />Steve Audia<br />John Devich<br />Bryan Maher<br />Mikey McDonald<br />Mk Haley<br />Don Marinelli<br />Jimmy Southworth<br />Louis Stein<br />