LAFS PREPRO Session 8 - Risk


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Project Management Lecture for Session 8 of The Los Angeles Film School's Game PreProduction course.

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LAFS PREPRO Session 8 - Risk

  1. 1. Session 8 David Mullich Concept Workshop - Game PreProduction The Los Angeles Film School
  2. 2. The Golden Rule  The Golden Rule: He who has the gold makes the rules.  The Golden Rule of Risk: Whoever risks the most gets the greatest reward.
  3. 3. Types of Risk Things that can go along all throughout the chain:  Technological Risk  Design Risk  Schedule Risk  Market Risk  Inventory Risk  Distribution Risk  Liability Risk Result is always the same: LOST MONEY
  4. 4. Pareto Principle (80/20) Rule  For many events, roughly 80% of the effects come from 20% of the causes  Only about 10-30% of video games break even.
  5. 5. Risk=Stress  Most released games don't make a profit  Game projects are frequently cancelled  Employees are frequently laid off
  6. 6. Risk Assessment  Identify risks that can impact the project  Prioritize each risk, beginning with the ones with the biggest impact
  7. 7. Risk Assessment Matrix
  8. 8. SWOT Analysis A structured planning method used to evaluate the Strengths, Weaknesses, Opportunities and Threats involved in a project. • Build on Strengths • Resolve Weaknesses • Exploit Opportunities • Avoid Threats
  9. 9. SWOT Analysis
  10. 10. SWOT Analysis One way of utilizing SWOT is matching and converting. Matching is used to find competitive advantage by matching strengths to opportunities. Converting is to apply conversion strategies to convert weakness or threats into strengths or opportunities.
  11. 11. Risk Control  Implement Plans to resolve the risks  Monitor Progress toward resolving those risks
  12. 12. Risk Control
  13. 13. Acceptance
  14. 14. Avoidance Stakeholders A stakeholder is a person who affects or is affected by a an organization's actions. Stakeholders may have different levels of involvement. Some may be merely interested in the project, while others or more committed. Projects are under less risk when only committed stakeholders are involved in project reviews and decision-making.
  15. 15. Mitigation Prototype A prototype is an early version of a product build to test a concept or be learned from.  Helps the team learn the strengths and weaknesses of the game  Creates a playable space for trying out different gameplay mechanics  Demonstrates to the stakeholders what the final product will be like.
  16. 16. Mitigation A horizontal prototype provides a broad view of the entire game. It may be missing many features or assets, but shows how the game will flow from beginning to end. It is useful for:  Confirmation of user interface requirements and project scope  Demonstration of the game to get acceptance from the stakeholders  Develop preliminary estimates of development time, cost, and effort.
  17. 17. Mitigation A vertical prototype is a nearly-final version of a small slice of the game. It is useful for:  Demonstrating to stakeholders that a game will be fun.  Getting information about user interface needs  Refining the design or a database or other systems.
  18. 18. Transference External Vendor  Advantages: Saves time/money  Disadvantages: Might not meet deadline and run behind schedule
  19. 19.  Create a SWOT analysis of the game you are presenting to the Greenlight Committee.
  20. 20. 1. Create a Risk Page:  List 2-3 Strengths of your game  List 2-3 Risks (Internal or External) to your game  Describe how you plan to deal with those risks (accept, avoid, mitigate, transfer) 2. Create a Thank You Page:  Include artwork that will leave the audience with a positive impression of your game  Thank the Greenlight committee and remind them again why they should greenlight your game PowerPoint