Lean Game Development

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Talk for Lean Startup Meet Up Boston given in January 2013.

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  • Game development is hard
  • A lot of moving parts and they need to be interesting!
  • A lot of moving parts and they need to be interesting!
  • Interest requires iteration
  • Think critically about your feelings
  • Iteration is awesome, but it takes time
  • Think critically about your feelings
  • Not creative all the way through
  • You can choose not to use this, and go all art.
  • Interest requires iteration
  • Lean Game Development

    1. 1. Lean Game DevelopmentSeth Sivak
    2. 2. DISCLAIMER
    3. 3. What is this talk about?
    4. 4. GameDesign!
    5. 5. GameDevelopment
    6. 6. What makes games different?
    7. 7. Game Development is hardArt + GraphicsSound + MusicStoryGameplaySocial ConnectivityReplayabilityControlsHardware + PlatformTeam + Schedule + Budget
    8. 8. There are a lot of moving parts
    9. 9. And it has to be fun!“30 Seconds of Fun” “Interesting Choices”
    10. 10. How do wehandle the creative process?
    11. 11. Hypothesis Design Build Test Analyze Iterate
    12. 12. Twitter LogoHypothesis – This bird will make a good logoDesign and Build –Test – “Do you like it?” – “No.”Analyze – “She didn’t like it.”Iterate – Try again…
    13. 13. “I don’t like this one.” “I like this one.”
    14. 14. Less cartoony, more professional Head back as if ready toCleaner lines, Simpler sing
    15. 15. Develop Creative Analysis Skills Did we achieve the desired outcome? What caused the final outcome? What causes the desired outcome in other products? How can the desired outcome be reached in our product?
    16. 16. How do webuild a game?
    17. 17. Lean Game DevelopmentConceptDesignProductionLaunchLive Operation
    18. 18. Metrics vs. Creativity
    19. 19. ConceptKnow the Market & TeamMarket ResearchCompetitive AnalysisTeam Interest
    20. 20. Travel and Explore Quest and Story
    21. 21. DesignFind the Fun
    22. 22. Bush MazesNavigate the maze using theleast energy possible
    23. 23. Metal Detector MinesweeperUse the Metal Detector to save Energy
    24. 24. Memory PuzzleHit the switch to see the pattern 3 4 1 2 Light them in order to get the Treasure
    25. 25. Swipe words to clear thembefore time runs out
    26. 26. PLAYTEST
    27. 27. Production Build the ProductClassicImprovedInnovative
    28. 28. Production Build the Product Classic Innovative Improved Innovative Classic ClassicImproved Innovative Improved
    29. 29. Classic
    30. 30. Improved
    31. 31. Innovative
    32. 32. Classic
    33. 33. Improved
    34. 34. Innovative
    35. 35. Innovation requires iteration
    36. 36. PLAYTEST
    37. 37. Launch Test and OptimizePrice TestingProgressionPerformanceBalanceFTUEVirality
    38. 38. Prepare for LaunchPredict possible problems, have solutions readyUnderstand your metrics, formulate rangesModel potential outcomesDetermine leading indicatorsPractice, Practice, Practice
    39. 39. Launch is a WaveAlphaBetaSoft LaunchPublic LaunchCross PromotionMarketing
    40. 40. Live OperationUnderstand your Audience
    41. 41. Product Management CycleFeature Week 1 Week 2 Week 3 Week 4 Week 5Feature 1 Spec Manage AnalyzeFeature 2 Spec Manage AnalyzeFeature 3 Spec Manage AnalyzeHypothesis Design Manage Test Analyze
    42. 42. Hypothesis Design Build Test Analyze Iterate
    43. 43. Lean Game DevelopmentConcept – Know the Market and TeamDesign – Find the FunProduction – Build the ProductLaunch – Test and OptimizeLive Operation – Understand your Audience
    44. 44. TakeawaysDevelop Creative Analysis SkillsFind the FunPlaytestPrioritizeProve it
    45. 45. Questions?Seth@Proletariat.com@sjsivakhttp://bit.ly/sivakGDC2012
    46. 46. Iteration times were long. 1985 1986
    47. 47. And they became longer… 1986 1988
    48. 48. And budgets increased…
    49. 49. It was hard to reach customers
    50. 50. Along comes Games as a Service
    51. 51. And it was a short sales cycle$120,000,000$100,000,000 $80,000,000 $60,000,000 Avatar $40,000,000 Borderlands 2 $20,000,000 $0 1 3 5 7 9 Weeks After Release
    52. 52. And longer…1988 1991

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