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Game development challenge

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Game development challenge

  1. 1. Game design challenge
  2. 2. well, it used to be...
  3. 3. Game development challenge
  4. 4. Well, what do I know? 12 years
  5. 5. Well, what do I know? Game Designer UI designer Narrative Producer Picofun 12 years
  6. 6. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years
  7. 7. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Game Designer UI designer Narrative Level Designer Sulake OY
  8. 8. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Game Designer UI designer Narrative Level Designer Sulake OY Game Designer
  9. 9. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Level Designer Game Designer Game Designer UI designer UI designer Narrative Narrative Producer Level Designer Sulake OY Game Designer
  10. 10. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Level Designer Game Designer Game Designer UI designer UI designer Narrative Narrative Producer Level Designer Sulake OY Game Designer Producer UX Designer
  11. 11. What will I talk about? •The challenges of keeping everyone happy
  12. 12. Everything matters Production Give ideas space Allow them to develop Try different things Accountability Creativity What are we doing? When are we doing it? What will come out of it? Who needs it?
  13. 13. What’s the problem? •“Them creative types don’t like planning” •“Producers are always asking for more than we can deliver” •“Publishers won’t trust our plans and what’s more, keep changing them!”
  14. 14. The truth? •Them planning types need to be very clear in their communication to the team - Vision, goals •Producers have a hard time planning if the stuff delivered is difficult to define and/ or estimate •If the above is true - the project doesn’t know what to deliver - how will the publishers have confidence?
  15. 15. The Solution! •It depends on company culture - I don’t have the answers, but I have some tools
  16. 16. Creativity •You can’t be creative on demand! •Yes you can. (Brainstorming techniques, dogged determination, accepting imperfect solutions for the Greater Good.) •You can’t know what makes a game work before testing! •True, but if you’re experienced you can make an educated guess. •Planning doesn’t help my work! •Yes it does. Trust me.
  17. 17. Accountability •You HAVE to talk to your team. HAVE TO. Communication is the key. •You have to know what you want to give the team a vision. •Everybody in a leadership position must be aligned and give the same vision. •The team knows how to develop. Let them.
  18. 18. Some tools I’ve come by •SCRUM/ Kanban - Agile production methods •User Stories •Feature specifications
  19. 19. Agile is awesome •If implemented right •Just enough process to work •Not very heavy on the administration •Structured framework •Malleable - change, adapt, update
  20. 20. Feature specifications •A list of functions the game should have •Doesn’t tie the developer to a specific dev method or how it should manifest •Very high level of detail •If done right - no need for game design docs
  21. 21. User Stories •Gives the producers and publishers a good idea of what to expect on screen •Higher level of detail than feature specs •Spaghetti code doesn’t matter, only what is on screen •If done right, does away with the need for design documentation
  22. 22. Also... •It NEVER hurts to plan •It ALWAYS hurts not to

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