““METHOD”METHOD”
Cerny Games, Inc.
Mark Cerny
““METHOD”METHOD”
1.Pre-Production vs. Production
2.“Publishable” First Playable
3.Macro vs Micro Design
4.Gameplay Testing
Method, part 1:Method, part 1:
Preproduction vs. ProductionPreproduction vs. Production
“Capturing Lightning”
Pre-Production
“Building the game”
Production
“IT IS POSSIBLE TO
PLAN AND SCHEDULE
THE CREATION OF
YOUR GAME”
MYTH #1: PLANNING
Pre-Production:Pre-Production:
Managing ChaosManaging Chaos
• assemble core team
• create successive prototypes
• prototypes become like game levels
“WORKING
PRODUCTIVELY MEANS
THROWING OUT
NOTHING.”
MYTH #2: PRODUCTIVITY
Pre-ProductionPre-Production
• you are not making a game
 3 C's: character, camera, control
 game look
 key technology
 holistic game design (if appropriate)
• you are making a game design
Pre-ProductionPre-Production
• take chances
• build without knowledge of moveset
• build without knowledge of tech limits
• don’t know the context of what you’re
working on
• etc…
“cutting edge technology is
important, so build your
technology first.”
MYTH #3: TECHNOLOGY
TECHNOLOGYTECHNOLOGY
STANDARD PRACTICESTANDARD PRACTICE
Create Design Document
↓
Create “Required Technology” Document
↓
Build Technology
↓
Build Game
DOUBLE-TRACK IT!DOUBLE-TRACK IT!
• Build, borrow or buy “Quick and Dirty”
Tech for rapid prototyping
• Build “Cutting Edge” Tech for actual game
“FREQUENT PROJECT
REVIEW IS IS ESSENTIAL
TO GOOD MANAGEMENT.”
MYTH #4: MILESTONES
Pre-production and milestonesPre-production and milestones
• negotiated term for Pre-Production
• strict deliverables for Pre-Production
 first playable
 macro design
• results of experiments are visible externally
• no “stench of failure”
• “offline” status for team during Pre-Production
Deliverables at end of Pre-Production
• “Publishable” First Playable
• Macro Game Design
MYTH #5:
“ALPHA =
FIRST PLAYABLE”
Method, Part 2:Method, Part 2:
The First PlayableThe First Playable
OVERVIEW
• two levels
• all local features, global features as appropriate
• publishable quality
First Playable ChecklistFirst Playable Checklist
Two levels of publishable quality, with:
__ player behavior fully defined __ basic technology done
__ enemy/obstacle behavior fully
defined
__ art direction in place
__ all local features included,
global features included as
required
__ a touch of variety
__ scope of game defined
“A cancelled project is a sign of bad
management or a bad team.”
MYTH #6: KILLING GAMES
Canceling ProjectsCanceling Projects
• Team cannot create “Publishable” First
Playable
• First Playable shows game not worth
publishing
• Your project will not miraculously get
better during Production!
Method, Part 3:Method, Part 3:
Macro vs Micro DesignMacro vs Micro Design
• Macro in hand at start of Production
• Micro created during Production
“THE MORE DEFINED YOUR
INITIAL VISION, THE BETTER”
MYTH #7: DESIGN DOCUMENTS
“I NEED A 100-PAGE DOCUMENT
DESCRIBING MY GAME.”
MYTH #7: DESIGN DOCUMENTS
Why no 100-page design document?Why no 100-page design document?
• waste of resources
• deceptive and misleading
• sets direction prior to verification of fundamentals
Method, Part 3:Method, Part 3:
Macro vs Micro DesignMacro vs Micro Design
Macro Design
__ five pages
__ character and moveset
__ exotic mechanics
__ level structure, size and count
__ level contents
__ overarching structure – linear, hub
__ macro chart
Macro ChartMacro Chart
locale level
structure
exotic
gameplay
required for
level entry
received
in level
1 Jungle 3-D Egg
2 Volcano 3-D run from lava Egg
3 Snow 2-D ice (training) Egg
4 Desert 3-D motorcycle 1 egg Egg
5 Locale A 2-D - 2 eggs Egg
6 Snow 2-D ice 4 eggs Key
7 Locale B BOSS - Key open hub 2
Benefits of aBenefits of a
Macro DesignMacro Design
• can accurately schedule Production
• can track progress during Production
• prevents feature creep and feature drop
• properly circumscribes creativity
[Macro Design extras][Macro Design extras]
• brief story
• conceptual art
• acquired abilities or inventory
(holistic games only)
Micro DesignMicro Design
Micro Design
• script
• level maps
• enemy descriptions, behaviors
• puzzle descriptions
• special gameplay descriptions
• and much more
“If you want to make a hit, listen to the
consumer.”
MYTH #8: THE CONSUMER
What You'll Learn from a Focus TestWhat You'll Learn from a Focus Test
• What's popular as of ten minutes ago
• How not to stand out
• The feature list of every recent game that
was pretty good
Gameplay TestingGameplay Testing
• two to five times
• watch what they do
• quantitative analysis
SETTING IT UPSETTING IT UP
• preproduction-based funding
• greenlight is at first playable
• best and brightest
• ‘housekeeping’ deal during preproduction
• production as usual
SETTING IT UPSETTING IT UP
• In the event of cancellation…
• Publisher owns IP, but cannot develop it
with another team
• Developer may purchase IP at cost of
development to date
Developer RisksDeveloper Risks
• Lack of full-term publisher commitment
• Full team not employed during pre-
production
• Uncomfortable level of transparency to
publisher
Publisher RisksPublisher Risks
• Start projects with only a rough release
date
• Preproduction is expensive
• No milestones = no pressure?
Publisher BenefitsPublisher Benefits
• Low cost of entry for projects
• Very close publisher/developer relationship
• Accurate production schedule and budget
Thank YouThank You

The Cerny Method