SlideShare a Scribd company logo
Making It Happen
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.
Project Phases


      5%   13%
11%                         Discovery & UCD
                            Scoping
                 16%        Build
                            Testing & Revising
                            Launch & Live Services
 54%
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
www.nightmarehigh.com
A 14-episode fantasy blockbuster which teaches
young people about the real effects of transition.
the project plan
     (it’s a monster)
Cross-Platform: Making It Happen
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”
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”
Our big ideas often start on paper and whiteboards.
   If you can DRAW IT then you can MAKE IT.
PAPER PROTOTYPES
3 ACTS : MANY MEDIA
This diagram maps the story, act structure, media types, educational value,
unlocking game logic, film content and type (drama or doc) and duration.
MANY LESSONS : MANY MEDIA
This diagram maps educational content against media type, and maps on ideas from game
    design sessions with children, ideas from game designers and resilience professionals.
GAME LOGIC
    This diagram maps:
            Game Flow
    Content Gateways
         Achievements
           Collectibles
 Unique content codes
      Content by type
Cross-Platform: Making It Happen
Effective Collaboration
         People are in multiple locations
Many 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
Q. where do you find good people?
Generalists v Specialists
   Your core team should have a high percentage of generalists. Very skilled people
who 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.
The Team                              Core Team: 20
                                                                                       Contractors: 37
Jo Roach - Executive Producer
Antonio Gould - Project Manager


PROJECT DEFINITION & UCD                            VIDEO PRODUCTION                                     CONTRIBUTORS
Jo Roach - Executive Producer                       Jim Holmes - Producer/Director                       Fraser Doherty (Jam Boy)
Paul Bennun - Chief Creative Officer                 Ed Hallifax - Assistant Producer                     Miquita Oliver
Tassos Stevens - Associate Producer & UCD           Sian Larkin - Production Coordinator                 Gemma Merna
Tom Bowtell - UCD & Researcher                      Andrea Mercado - Researcher
                                                                                                         Labrinth
Glyn Canon - Schools Liaison                        Jamie Williams - Editor
                                                    Dan Hodgson - Camera Operator                        Danielle Brown
                                                    Paul Ruston - Sound Designer                         Amazing Phil
NARRATIVE                                           James Tovell - Director of Drama                     Rickie Haywood-Williams
Neil Bennun - Story & Script Writer                 Matt Broad - DOP Drama                               Melvin Odoom
Neil Richards - Story Writer                        Lisa Baker - Camera Operator Drama                   Amazing Phil
                                                    Paul Lucas - Camera Operator
                                                    Ed De Lacy - Sounds Engineer
                                                    Dubbing Mixer - Nick Read                            GAMES PRODUCTION
TECH TEAM                                                                                                Project Manager
Rob McHardy - Lead Tech                             James Miller - Animation
                                                    Tomasso de Sanctis - Storyboard                      Game Designer
David Herse - Front End Coder                                                                            Level Designer
Clara Udofa - Front End Coder                       Alice Hopkins - Hair & Make-Up
                                                                                                         Developer 1
                                                    CAST                                                 Developer 2
                                                    D'Mentor - Mawaan Rizwan                             Developer 3
DESIGN                                                                                                   Developer 4
                                                    Mr Piltdown - Dave Robson
Dean Vipond - UI & Interface Design                                                                      Artist 1
Ben Steers - Illustrator                            Miss Xavier - Juliette Goodman
                                                                                                         Artist 2
                                                    Miss Kerry - Eve Dallas                              QA
                                                    Physics teacher - Adam Shipway
EXPERTS                                             Voiceover Boy - Jack Baldwin
Prof Sandra Scott - Psychology Consultant           Voiceover Girl - Annie Simm
Poppy Nash, Uni of York - Transition Consultant     Student cast from Bancrofts School, Woodford Green
Budget - Sample Rates


Project Experts & Execs:
Producers/Project Managers: £250 - £350pd
Technologists: £250 - £500pd
Concept Artworking: £350-500pd
Design & Usability: £250 - £500pd
Educational Consultants: £400pd - £600pd

Audio/Video
Producer/Director: £250 - £350pd             Rate Variation:
Sound Design: £450-550pd                     Experience
Production Staff: £150 - £250pd              Generalist or Specialist?
                                             Skill Level
Creative                                     Efficiency
Illustration: Very variable                  Length of term
Narrative: Very variable                     IP ownership
Talent: Very variable                        Location
Cost Saving...

Know when to stop creative divergence
Creative Freedom v Project Efficiency
Utilise and develop generalists in core team
Give new talent a chance
Negotiate lower rates in return for more time
Develop relationships across projects
Continue to develop your own skills
(thanks)

I’m joroach on twitter and skype
      jroach@makielab.com

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Cross-Platform: Making It Happen

  • 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. Project Phases 5% 13% 11% Discovery & UCD Scoping 16% Build Testing & Revising Launch & Live Services 54%
  • 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. www.nightmarehigh.com A 14-episode fantasy blockbuster which teaches young people about the real effects of transition.
  • 6. the project plan (it’s a monster)
  • 8. 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”
  • 9. 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”
  • 10. Our big ideas often start on paper and whiteboards. If you can DRAW IT then you can MAKE IT.
  • 12. 3 ACTS : MANY MEDIA This diagram maps the story, act structure, media types, educational value, unlocking game logic, film content and type (drama or doc) and duration.
  • 13. MANY LESSONS : MANY MEDIA This diagram maps educational content against media type, and maps on ideas from game design sessions with children, ideas from game designers and resilience professionals.
  • 14. GAME LOGIC This diagram maps: Game Flow Content Gateways Achievements Collectibles Unique content codes Content by type
  • 16. Effective Collaboration People are in multiple locations Many 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
  • 17. Q. where do you find good people?
  • 18. Generalists v Specialists Your core team should have a high percentage of generalists. Very skilled people who 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.
  • 19. The Team Core Team: 20 Contractors: 37 Jo Roach - Executive Producer Antonio Gould - Project Manager PROJECT DEFINITION & UCD VIDEO PRODUCTION CONTRIBUTORS Jo Roach - Executive Producer Jim Holmes - Producer/Director Fraser Doherty (Jam Boy) Paul Bennun - Chief Creative Officer Ed Hallifax - Assistant Producer Miquita Oliver Tassos Stevens - Associate Producer & UCD Sian Larkin - Production Coordinator Gemma Merna Tom Bowtell - UCD & Researcher Andrea Mercado - Researcher Labrinth Glyn Canon - Schools Liaison Jamie Williams - Editor Dan Hodgson - Camera Operator Danielle Brown Paul Ruston - Sound Designer Amazing Phil NARRATIVE James Tovell - Director of Drama Rickie Haywood-Williams Neil Bennun - Story & Script Writer Matt Broad - DOP Drama Melvin Odoom Neil Richards - Story Writer Lisa Baker - Camera Operator Drama Amazing Phil Paul Lucas - Camera Operator Ed De Lacy - Sounds Engineer Dubbing Mixer - Nick Read GAMES PRODUCTION TECH TEAM Project Manager Rob McHardy - Lead Tech James Miller - Animation Tomasso de Sanctis - Storyboard Game Designer David Herse - Front End Coder Level Designer Clara Udofa - Front End Coder Alice Hopkins - Hair & Make-Up Developer 1 CAST Developer 2 D'Mentor - Mawaan Rizwan Developer 3 DESIGN Developer 4 Mr Piltdown - Dave Robson Dean Vipond - UI & Interface Design Artist 1 Ben Steers - Illustrator Miss Xavier - Juliette Goodman Artist 2 Miss Kerry - Eve Dallas QA Physics teacher - Adam Shipway EXPERTS Voiceover Boy - Jack Baldwin Prof Sandra Scott - Psychology Consultant Voiceover Girl - Annie Simm Poppy Nash, Uni of York - Transition Consultant Student cast from Bancrofts School, Woodford Green
  • 20. Budget - Sample Rates Project Experts & Execs: Producers/Project Managers: £250 - £350pd Technologists: £250 - £500pd Concept Artworking: £350-500pd Design & Usability: £250 - £500pd Educational Consultants: £400pd - £600pd Audio/Video Producer/Director: £250 - £350pd Rate Variation: Sound Design: £450-550pd Experience Production Staff: £150 - £250pd Generalist or Specialist? Skill Level Creative Efficiency Illustration: Very variable Length of term Narrative: Very variable IP ownership Talent: Very variable Location
  • 21. Cost Saving... Know when to stop creative divergence Creative Freedom v Project Efficiency Utilise and develop generalists in core team Give new talent a chance Negotiate lower rates in return for more time Develop relationships across projects Continue to develop your own skills
  • 22. (thanks) I’m joroach on twitter and skype jroach@makielab.com

Editor's Notes

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