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1
By KRISHN VERMA
20194
2
Games are a subset of Play
Play is a component of Games
3
GAME is global need of person which changes their form in
various media.
As described in our scripture that there are five basic need of
our unit of life called Cell or Kosha :
4
Annandmaya kosh decide complete satisfaction to full fill desire
which is root cause of existing of world and doing karma, which
makes infinite variation of behave, habit personality, prosparity,grace
of human being and also make human to be human .Humanity is
upper most of all living being which itself teach us “ live and live
others”.
DOPAMINE and Testosterone created in brain as
we play games. More we play more secretion of dopamine
And testosterone result in pleasure and fun.
5
6
Game Design Principle which basically works on 3F
1.FEED BACK
2.FRI ENDS
3.FUN
Today era I think it is revolutionary, its not only kind of creative
ideas we are crating but it’s a qualities of creative ideas.
It’s a number of people who gets to be creative and his voices
in that Prism of creative ideas can amplify…
Game concept to engage users and solve problems
7
Some Example
ETERNA: solving with crowd games means its all about
discovering a new structure of RNA Protein .Thousands
of people discovered new RNA structure that science never
Discovered.
8
Some Example
PHYLO: its another game discovering structure of DNA of
Species. Where people found 350000 mistake found in structure of
DNA, whatever discovered early years.
9
Some Example
QUIRKY : its product innovation games .where two new consumer
Product released by company in a month.
10
Some more Example
Software : Maya is also kind of tool where users find that ones
Time we learn the software he can use his creative resulting in
pleasure or secretion of Dopamine .
CITY ONE: This is basically a sin city game who ruins city and
Users involve in management of city ,by giving the solution of city
Problems.
LITTLE BRITAIN: same game as above..
EAST INDIA COMPANY: where Britain children play games how
Conquer the world example Asian country.
11
Some more Example
DWP : Department of work and pension. Where they use idea street
Which was virtual stock of idea which can sell and use by department
In 1st
90 days 1500 news ideas generated. 90 billion $ money saved
By DWP department.
Conclusion:
GAMIFICATION IS NEED OF LIFE WHICH WORKS BASED
ON LEARNING FROM FAILURE TOOLS,HAVING NO
PANALITY
12
Below are main pillar of Game Development exist:-
1.GAME FAMILY (Core Team)
2.STUDIO (Hardware , Software, Server and its Maintenance)
3.RESOURCE ( Money, Permanent Employee ,Contract Employee,
Inter-ship of College Students)
4.SKILL DEVELOPMENT( Research And Development, team management)
5.MARKETING Team ( On the basis of current Market and Budget ,
will give suggestion to attract viewer and sell games and apps)
6.SERVICE TEAM (After publishing game they will responsible to
maintain current game updating)
13
Before Going to Production lets have a look that GAME have to
publish in below platform:
1.Console:A game-playing box that connects to a television
set or monitor, with a handheld controller for game play
—such as the Wii, Xbox, or PlayStation (each platform having
its own proprietary systems that aren’t compatible with other
platforms)
Cartridge based hand-helds
DS -CONSOLE
14
Before Going to Production lets have a look that GAME have to
publish in below platform:
Cartridge based hand-helds
15
Before Going to Production lets have a look that GAME have to
publish in below platform:
Cartridge based hand-helds
16
Before Going to Production lets have a look that GAME have to
publish in below platform:
Wii CD based hand-helds
17
Before Going to Production lets have a look that GAME have to
publish in below platform:
PSP Cartridge based hand-helds
18
Before Going to Production lets have a look that GAME have to
publish in below platform:
X-BOX 360 Hands Held
JOY KEY
X-BOX-360
TV
19
Before Going to Production lets have a look that GAME have to
publish in below platform:
PS2/ PS3/PS4/PS5 Hand-helds
JOY KEY
PS5
TV
20
Before Going to Production lets have a look that GAME have to
publish in below platform:
PC Games
JOY KEY
PC games
TV
21
MOBILE CONSOLE ---------> Portable Migration
Nintendo NES
Nintendo SNES
Sega Master System
Sega Genesis
Sega CD
Nintendo N64
Sony PS2
Game Boy Color
GBA
Sega GameGear
Sega Nomad
Sega CDX
Nintendo DS
PSP
22
Mobile Games Limitations
Small in scope
Rely on good game play over flashy graphics
Lack of processing power of host device.
Enough customer information to make a purchase?
Limited sales presence through Network Carriers
A few lines of text and a screen shot of the game to
excite the customer
23
Portable title diversification
Typical trends in portable games include:
Singleplayer vs. Multiplayer
2D vs. 3D graphics.
Social Network games support both of singleplayer
and multiplayer games.
Multiplayer games take advantage of the extension of the
mobile phone’s connectivity.
24
Adult demographic based titles
Internet gambling
Player can play the game in a single player or multiplayer mode
for real or play money.
MMORPG’s
Subscription-based resources and real money transactions
Trivia or quiz games (limited data space issue)
Expansion packs provide solutions
25
Adult demographic based titles
Multi-use and Multi-player
26
Adult demographic based titles
Most mobile games are single player with artificially intelligent
opponents
Multiplayer functionality is achieved through:
Infared
Bluetooth
3G
Wi-Fi
Wireless LAN
Multiplayer mobile games are often a re-branding of multiplayer
games for the PC or Console
27
Unique to Mobile Gaming
Geo-caching treasure hunt games
Played on mobile device with integrated GPS receiver
External GPS receivers connected via Bluetooth
Increased number of mobile phones with GPS
Overlay games involve specific location of multiple players and
game resources in the real world
“Enhanced Reality” adds layer of game technology
“Flash mob” social event phenomenon
28
Alternate Mobile Interfaces
Touch-screen pads allow immediate reconfiguration
No moving parts
Gesture-based interface control
Multiple game play metaphors (moving, shooting, scratching)
Handwriting recognition
Motion, proximity, position sensitivity
iPhone
Warioware
Anroid
29
Pad-based and motion-sensitive
30
Full-sized touch screens
31
Dedicated gaming peripherals!!
Slot Machine
32
Below are main pillar of game production exist, by which
we can try to attempt our needs which should have our
target to make global need:
1.GAME FAMILY (Core Team)
2.STUDIO (Hardware, Software, Server and its Maintenance)
3.RESOURCE ( Money, Permanent Employee ,Contract Employee,
Internship of College Students)
4.SKILL DEVELOPMENT( Research And Development, team
management)
5.MARKETING TEAM ( On the basis of current Market and
Budget ,will give suggestion to attract viewer and sell games and apps)
6.SERVICE TEAM (After publishing game they will responsible to
maintain current game updating)
33
1.GAME FAMILY (Core Team)
34
2.STUDIO (Hardware, Software, Server and its Maintenance )
35
3.RESOURCE ( Money, Permanent Employee ,Contract Employee,
Internship of College Students)
36
Programming Tester Team Artist Software Marketing Artist
UNITY 5 Testdroid Adobe Flash Abobe After effect
Autodesk Stingray Adobe Photoshop Nuke
Adobe AfterEffect Cinema 4d
Autodesk Maya Photshop
Autodesk Stingray
Zee brush/Autodesk Mud
box
Libra Office Libra Office Libra Office
2. Software
37
PIPELINE (Carny Method)
Idea-Pitching
It
works
?? Vertical
Slice
MACRO DESIGN
MICRO DESIGN
Idea cancel
NO
YES
Appr
oved
NO
Pre-Production
YES
Production-
Alpha Stage
Production-Beta
Stage
Production-
Gamma Stage
38
Development Stages
• Develop original concept
• Shop to publishers
• Create schedule (12-24 months)
• Deliver work as milestones (work products
or completed activity)
• React to customer evaluation
39
Game Development is Unique
• Must be willing to rip out features that don’t work
• Designers may create things customer never heard
of before
• May require more research and experimentation
than other software development
• Often more ideas than time to implement
40
Development Team Size
• In the 1980’s might be single developer
• Most teams today have 10-60 people
• Programming in now a smaller part of the
complete project than before (need good
software engineering and media design
work)
41
Example 1988
• 3 programmers
• 1 part-time artist
• 1 tester
42
Example 1995
• 6 programmers
• 1 artist
• 2 level designers
• 1 sound designer
• Contract musicians
43
Example 2002
• 2 producers
• 4 programmers
• 2 game designers
• 1 2D and texture artist
• 3 level designers
• 1 audio designer
• 4 animators
• QA lead and testers
44
Development Milestones:
Development Timeline
• Here are some example development
periods for different platforms:
– 4-6 months for a high-end mobile game
– 18-24 months for an original console game
– 10-14 months for a license / port
– 16-36 months for an original PC Game
45
Concept Phase
• Where concepts come from
– Sequels
– Film licenses
– Technology re-use
– Occasionally, original concepts get greenlit
• Producing the conceptual design
• Green light
46
Vertical Slice Of Game
• Vertical Slice of Game – is that where we
know actual product how it look, game play
working or not ?,it is sellable in market or
not? By this product we can publish in
demo form in local market or or some small
regional area.
47
Check list Vertical Slice Of Game
 What is the game we are making and who is it for? Describe all
major features.
 What is the budget and deadline?
 What art style and technology will we use?
 How much art do we need? Do we make it in house, buy it or do
we need to hire a artist/art team?
 Who are the leads for Design, Programming, Production and
Art?
 What tech will drive this game? Do we have an engine already?
 Can we use third party modules or server, etc, or do we have to
make our own?
48
Pre-Production Phase
• GDD
• Team selection
• Internal staffing plan
– Existing employees (same roles)
– Promotions, transfers (new roles)
– Hire new employees
49
External Development
• Selecting an external developer
– Previously used developers
– Referrals (producers, developers)
– Non-Disclosure Agreement (NDA)
– Bid package
• Treatment or GDD to date
• Publisher’s expectations for product
• Bid format and due date
50
The Development Agreement
• Developer’s obligations
• Publisher’s obligations
• IP ownership
• Warranties
• Termination
• Milestones
51
Milestones
• Highly detailed, specific
• Quantifiable, measurable
• Due dates
• Payment amounts (upon acceptance)
• Can use terms like “alpha” , “beta” and “gamma” unless
clearly defined
• Milestone approval cycles
52
The Technical Design Document
• Game Design Document is a statement of the problem
• Technical Design Document is a statement of the solution
• Foundation for the programming work
• Identify technical challenges
• Plan for technical solutions
• Set forth asset format guidelines
53
Scheduling
• Generate task lists from GDD & TDD
• Plan everything
– Programming
– Assets
– Demos
– Approvals
– Green lights
– Vacations, holidays
– QA
• Work backwards from completion
54
Adjusting the Schedule
• Add people to reduce development time?
• Deliver assets on time
– Don’t make programmers wait for assets
• Prioritize feature set
– Lower priority features to be done later if possible
• Look for bottlenecks
– (feature-technology interdependencies)
55
Budgeting
• Personnel costs
– Salary X time X involvement %
• Developer/Contractor payments
• Equipment & software
• Supplies
• Travel & meals
• Shipments
56
Profit & Loss Analysis (P&L)
• Costs
– Production budget
– Cost of goods (COGs)
– Marketing
– Licensor royalties
– Developer royalties
• Revenues
– Projected Sales
– Wholesale price
– Ancillary sales (OEM, strategy guides)
57
Kickoff Green Light
• Producer’s plan for the project
– GDD
– TDD
– Schedule
– Budget
• Green light
– Executives
– IP owner (licensor)
– Platform holder
58
Production Phase
• Programming now underway
• Kicking off tasks – art creation
– Art lists
– Art asset file naming conventions
– Art asset tracking
– Art asset approval cycles
– Art asset delivery formats
59
Red Flag Spotting
• The usual causes of red flags:
– Team conflicts
– Personnel issues
– Design problems
– Money troubles
– Technical glitches
– Change requests
– Schedule delays
• Take immediate action
60
Kicking Off Tasks - Audio
• Sound list
• Music specification
• Story text
• Voice-over script
• Creation of sounds
• Creation or licensing of music
• Recording of voice-overs
61
First Playable – Proof of Concept
• Keeping everyone on board
– Licensor(s)
– Platform holder(s)
– Executives
– The Team
• The Cerny method
• Keeping the momentum going
62
Working with Marketing
• Working title  final title
• Screen shots
• E3 demo
• Magazine demo
• Platform holder promo
63
Post-Production
• Personnel transfers
• Localizations
• ESRB rating
• Box & docs
• Strategy guide
64
Quality Assurance
• Test plan
• The QA database
• QA – the view from inside
• The QA-producer relationship
• Post mortem
65
Game Design Process
• ON NEXT SLIDE
• ANY ????????
66
• THANK YOU FOR COPERATION

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Game development program

  • 2. 2 Games are a subset of Play Play is a component of Games
  • 3. 3 GAME is global need of person which changes their form in various media. As described in our scripture that there are five basic need of our unit of life called Cell or Kosha :
  • 4. 4 Annandmaya kosh decide complete satisfaction to full fill desire which is root cause of existing of world and doing karma, which makes infinite variation of behave, habit personality, prosparity,grace of human being and also make human to be human .Humanity is upper most of all living being which itself teach us “ live and live others”. DOPAMINE and Testosterone created in brain as we play games. More we play more secretion of dopamine And testosterone result in pleasure and fun.
  • 5. 5
  • 6. 6 Game Design Principle which basically works on 3F 1.FEED BACK 2.FRI ENDS 3.FUN Today era I think it is revolutionary, its not only kind of creative ideas we are crating but it’s a qualities of creative ideas. It’s a number of people who gets to be creative and his voices in that Prism of creative ideas can amplify… Game concept to engage users and solve problems
  • 7. 7 Some Example ETERNA: solving with crowd games means its all about discovering a new structure of RNA Protein .Thousands of people discovered new RNA structure that science never Discovered.
  • 8. 8 Some Example PHYLO: its another game discovering structure of DNA of Species. Where people found 350000 mistake found in structure of DNA, whatever discovered early years.
  • 9. 9 Some Example QUIRKY : its product innovation games .where two new consumer Product released by company in a month.
  • 10. 10 Some more Example Software : Maya is also kind of tool where users find that ones Time we learn the software he can use his creative resulting in pleasure or secretion of Dopamine . CITY ONE: This is basically a sin city game who ruins city and Users involve in management of city ,by giving the solution of city Problems. LITTLE BRITAIN: same game as above.. EAST INDIA COMPANY: where Britain children play games how Conquer the world example Asian country.
  • 11. 11 Some more Example DWP : Department of work and pension. Where they use idea street Which was virtual stock of idea which can sell and use by department In 1st 90 days 1500 news ideas generated. 90 billion $ money saved By DWP department. Conclusion: GAMIFICATION IS NEED OF LIFE WHICH WORKS BASED ON LEARNING FROM FAILURE TOOLS,HAVING NO PANALITY
  • 12. 12 Below are main pillar of Game Development exist:- 1.GAME FAMILY (Core Team) 2.STUDIO (Hardware , Software, Server and its Maintenance) 3.RESOURCE ( Money, Permanent Employee ,Contract Employee, Inter-ship of College Students) 4.SKILL DEVELOPMENT( Research And Development, team management) 5.MARKETING Team ( On the basis of current Market and Budget , will give suggestion to attract viewer and sell games and apps) 6.SERVICE TEAM (After publishing game they will responsible to maintain current game updating)
  • 13. 13 Before Going to Production lets have a look that GAME have to publish in below platform: 1.Console:A game-playing box that connects to a television set or monitor, with a handheld controller for game play —such as the Wii, Xbox, or PlayStation (each platform having its own proprietary systems that aren’t compatible with other platforms) Cartridge based hand-helds DS -CONSOLE
  • 14. 14 Before Going to Production lets have a look that GAME have to publish in below platform: Cartridge based hand-helds
  • 15. 15 Before Going to Production lets have a look that GAME have to publish in below platform: Cartridge based hand-helds
  • 16. 16 Before Going to Production lets have a look that GAME have to publish in below platform: Wii CD based hand-helds
  • 17. 17 Before Going to Production lets have a look that GAME have to publish in below platform: PSP Cartridge based hand-helds
  • 18. 18 Before Going to Production lets have a look that GAME have to publish in below platform: X-BOX 360 Hands Held JOY KEY X-BOX-360 TV
  • 19. 19 Before Going to Production lets have a look that GAME have to publish in below platform: PS2/ PS3/PS4/PS5 Hand-helds JOY KEY PS5 TV
  • 20. 20 Before Going to Production lets have a look that GAME have to publish in below platform: PC Games JOY KEY PC games TV
  • 21. 21 MOBILE CONSOLE ---------> Portable Migration Nintendo NES Nintendo SNES Sega Master System Sega Genesis Sega CD Nintendo N64 Sony PS2 Game Boy Color GBA Sega GameGear Sega Nomad Sega CDX Nintendo DS PSP
  • 22. 22 Mobile Games Limitations Small in scope Rely on good game play over flashy graphics Lack of processing power of host device. Enough customer information to make a purchase? Limited sales presence through Network Carriers A few lines of text and a screen shot of the game to excite the customer
  • 23. 23 Portable title diversification Typical trends in portable games include: Singleplayer vs. Multiplayer 2D vs. 3D graphics. Social Network games support both of singleplayer and multiplayer games. Multiplayer games take advantage of the extension of the mobile phone’s connectivity.
  • 24. 24 Adult demographic based titles Internet gambling Player can play the game in a single player or multiplayer mode for real or play money. MMORPG’s Subscription-based resources and real money transactions Trivia or quiz games (limited data space issue) Expansion packs provide solutions
  • 25. 25 Adult demographic based titles Multi-use and Multi-player
  • 26. 26 Adult demographic based titles Most mobile games are single player with artificially intelligent opponents Multiplayer functionality is achieved through: Infared Bluetooth 3G Wi-Fi Wireless LAN Multiplayer mobile games are often a re-branding of multiplayer games for the PC or Console
  • 27. 27 Unique to Mobile Gaming Geo-caching treasure hunt games Played on mobile device with integrated GPS receiver External GPS receivers connected via Bluetooth Increased number of mobile phones with GPS Overlay games involve specific location of multiple players and game resources in the real world “Enhanced Reality” adds layer of game technology “Flash mob” social event phenomenon
  • 28. 28 Alternate Mobile Interfaces Touch-screen pads allow immediate reconfiguration No moving parts Gesture-based interface control Multiple game play metaphors (moving, shooting, scratching) Handwriting recognition Motion, proximity, position sensitivity iPhone Warioware Anroid
  • 32. 32 Below are main pillar of game production exist, by which we can try to attempt our needs which should have our target to make global need: 1.GAME FAMILY (Core Team) 2.STUDIO (Hardware, Software, Server and its Maintenance) 3.RESOURCE ( Money, Permanent Employee ,Contract Employee, Internship of College Students) 4.SKILL DEVELOPMENT( Research And Development, team management) 5.MARKETING TEAM ( On the basis of current Market and Budget ,will give suggestion to attract viewer and sell games and apps) 6.SERVICE TEAM (After publishing game they will responsible to maintain current game updating)
  • 34. 34 2.STUDIO (Hardware, Software, Server and its Maintenance )
  • 35. 35 3.RESOURCE ( Money, Permanent Employee ,Contract Employee, Internship of College Students)
  • 36. 36 Programming Tester Team Artist Software Marketing Artist UNITY 5 Testdroid Adobe Flash Abobe After effect Autodesk Stingray Adobe Photoshop Nuke Adobe AfterEffect Cinema 4d Autodesk Maya Photshop Autodesk Stingray Zee brush/Autodesk Mud box Libra Office Libra Office Libra Office 2. Software
  • 37. 37 PIPELINE (Carny Method) Idea-Pitching It works ?? Vertical Slice MACRO DESIGN MICRO DESIGN Idea cancel NO YES Appr oved NO Pre-Production YES Production- Alpha Stage Production-Beta Stage Production- Gamma Stage
  • 38. 38 Development Stages • Develop original concept • Shop to publishers • Create schedule (12-24 months) • Deliver work as milestones (work products or completed activity) • React to customer evaluation
  • 39. 39 Game Development is Unique • Must be willing to rip out features that don’t work • Designers may create things customer never heard of before • May require more research and experimentation than other software development • Often more ideas than time to implement
  • 40. 40 Development Team Size • In the 1980’s might be single developer • Most teams today have 10-60 people • Programming in now a smaller part of the complete project than before (need good software engineering and media design work)
  • 41. 41 Example 1988 • 3 programmers • 1 part-time artist • 1 tester
  • 42. 42 Example 1995 • 6 programmers • 1 artist • 2 level designers • 1 sound designer • Contract musicians
  • 43. 43 Example 2002 • 2 producers • 4 programmers • 2 game designers • 1 2D and texture artist • 3 level designers • 1 audio designer • 4 animators • QA lead and testers
  • 44. 44 Development Milestones: Development Timeline • Here are some example development periods for different platforms: – 4-6 months for a high-end mobile game – 18-24 months for an original console game – 10-14 months for a license / port – 16-36 months for an original PC Game
  • 45. 45 Concept Phase • Where concepts come from – Sequels – Film licenses – Technology re-use – Occasionally, original concepts get greenlit • Producing the conceptual design • Green light
  • 46. 46 Vertical Slice Of Game • Vertical Slice of Game – is that where we know actual product how it look, game play working or not ?,it is sellable in market or not? By this product we can publish in demo form in local market or or some small regional area.
  • 47. 47 Check list Vertical Slice Of Game  What is the game we are making and who is it for? Describe all major features.  What is the budget and deadline?  What art style and technology will we use?  How much art do we need? Do we make it in house, buy it or do we need to hire a artist/art team?  Who are the leads for Design, Programming, Production and Art?  What tech will drive this game? Do we have an engine already?  Can we use third party modules or server, etc, or do we have to make our own?
  • 48. 48 Pre-Production Phase • GDD • Team selection • Internal staffing plan – Existing employees (same roles) – Promotions, transfers (new roles) – Hire new employees
  • 49. 49 External Development • Selecting an external developer – Previously used developers – Referrals (producers, developers) – Non-Disclosure Agreement (NDA) – Bid package • Treatment or GDD to date • Publisher’s expectations for product • Bid format and due date
  • 50. 50 The Development Agreement • Developer’s obligations • Publisher’s obligations • IP ownership • Warranties • Termination • Milestones
  • 51. 51 Milestones • Highly detailed, specific • Quantifiable, measurable • Due dates • Payment amounts (upon acceptance) • Can use terms like “alpha” , “beta” and “gamma” unless clearly defined • Milestone approval cycles
  • 52. 52 The Technical Design Document • Game Design Document is a statement of the problem • Technical Design Document is a statement of the solution • Foundation for the programming work • Identify technical challenges • Plan for technical solutions • Set forth asset format guidelines
  • 53. 53 Scheduling • Generate task lists from GDD & TDD • Plan everything – Programming – Assets – Demos – Approvals – Green lights – Vacations, holidays – QA • Work backwards from completion
  • 54. 54 Adjusting the Schedule • Add people to reduce development time? • Deliver assets on time – Don’t make programmers wait for assets • Prioritize feature set – Lower priority features to be done later if possible • Look for bottlenecks – (feature-technology interdependencies)
  • 55. 55 Budgeting • Personnel costs – Salary X time X involvement % • Developer/Contractor payments • Equipment & software • Supplies • Travel & meals • Shipments
  • 56. 56 Profit & Loss Analysis (P&L) • Costs – Production budget – Cost of goods (COGs) – Marketing – Licensor royalties – Developer royalties • Revenues – Projected Sales – Wholesale price – Ancillary sales (OEM, strategy guides)
  • 57. 57 Kickoff Green Light • Producer’s plan for the project – GDD – TDD – Schedule – Budget • Green light – Executives – IP owner (licensor) – Platform holder
  • 58. 58 Production Phase • Programming now underway • Kicking off tasks – art creation – Art lists – Art asset file naming conventions – Art asset tracking – Art asset approval cycles – Art asset delivery formats
  • 59. 59 Red Flag Spotting • The usual causes of red flags: – Team conflicts – Personnel issues – Design problems – Money troubles – Technical glitches – Change requests – Schedule delays • Take immediate action
  • 60. 60 Kicking Off Tasks - Audio • Sound list • Music specification • Story text • Voice-over script • Creation of sounds • Creation or licensing of music • Recording of voice-overs
  • 61. 61 First Playable – Proof of Concept • Keeping everyone on board – Licensor(s) – Platform holder(s) – Executives – The Team • The Cerny method • Keeping the momentum going
  • 62. 62 Working with Marketing • Working title  final title • Screen shots • E3 demo • Magazine demo • Platform holder promo
  • 63. 63 Post-Production • Personnel transfers • Localizations • ESRB rating • Box & docs • Strategy guide
  • 64. 64 Quality Assurance • Test plan • The QA database • QA – the view from inside • The QA-producer relationship • Post mortem
  • 65. 65 Game Design Process • ON NEXT SLIDE • ANY ????????
  • 66. 66 • THANK YOU FOR COPERATION