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1 Game Production: planning and risk Fabiano Dalpiaz [email protected]

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Page 1: Game Production: planning and risk · 2 Acknowledgment These slides are based on Chapter 11 of Chandler’s book Chapter 7 of “Project management: the managerial process”, fifth

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Game Production:

planning and risk

Fabiano Dalpiaz

[email protected]

Page 2: Game Production: planning and risk · 2 Acknowledgment These slides are based on Chapter 11 of Chandler’s book Chapter 7 of “Project management: the managerial process”, fifth

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Acknowledgment

These slides are based on

Chapter 11 of Chandler’s book

Chapter 7 of “Project management: the managerial process”, fifth edition, Erik W. Larson and Clifford F. Gray

Slides from the “G64SPM - Software Project Management” course held at the University of Nottingham (2008/09)

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Outline

1. Game plan: introduction

2. Schedules

3. Staffing and budgets

4. Outsourcing

5. Risk management

Lecture contents

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1. Game plan: introduction

The game plan details

What work must be done

In what order the work is done

Who will do the work

When the work must be completed

Assembled on the basis of the requirements

… but the requirements can (do) change after the initial game plan is completed

Why?

A refresher (recall the previous lecture)

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1. Game plan: introduction

The role of a producer in planning is to balance the following conflicting forces

Without disrupting the project!

Conflicting forces

Resources Schedule

Quality Features

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1. Game plan: introduction

Scenario: more quality is demanded by the management

How would you react?

Conflicting forces: example 1

Resources Schedule

Quality Features

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1. Game plan: introduction

Scenario: more quality is demanded by the management

New resources shall be allocated

More time (rescheduling)

Re-prioritize the features

Conflicting forces: example 1

Resources Schedule

Quality Features

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1. Game plan: introduction

Scenario: some team members are re-allocated on a different project

Again, how would you react?

Conflicting forces: example 2

Resources Schedule

Quality Features

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1. Game plan: introduction

Scenario: some team members are re-allocated on a different project

Deadlines may have to be postponed

Should quality be lowered?

Can some features be dropped?

Conflicting forces: example 2

Resources Schedule

Quality Features

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2. Schedules

Schedules are a crucial means to define a plan

They define

Tasks to be completed

• Implement character XYZ

• Implement the load/save menu

• Create music for level 1

Estimated task duration

• In business terms, a week is 40 hours

Responsible/performer for a task

• They may be different – why?

Dependencies among tasks

• Testing XYZ cannot start before the implementation of XYZ is over

What do they contain?

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2. Schedules

Milestones are events of high importance

Often put at the end of a stage

Milestones often imply rescheduling

Are we lagging behind?

Are we just in time?

Are we ahead of schedule? (rare)

Continuous rescheduling is hardly possible

… that’s why milestones are used

Any examples of milestones?

The importance of milestones

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2. Schedules

The producer should involve the entire team

Team members know feasibility better for their own parts

This creates cohesion in the team

Team members feel the schedule is their schedule, and not a mandated one

The ultimate decision is up to the producer though

He is the one who is responsible for delivering the game

Who creates the schedule?

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2. Schedules

This is created in preproduction and communicated to the development team

Objective: plan for key days

Consists of exit criteria (task/phase outcomes) for each area of the game

Fill in estimated dates

Where to start from?

Take already produced documentation

• Feature lists

• Deliverables

• Art/design/technical documentation

i. The initial schedule

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2. Schedules

i. Initial schedule: example (1/4)

Justice UnitEstimated

Date Notes

Languages: English, German, French, Italian, Spanish

Production

Concept Phase Completed

Requirements Phase Completed

Initial Game Plan Completed

First Playable

Alpha

Code Freeze

Beta

Pre-Cert Submission to Microsoft

Code Release Candidate

Certification Submission to Microsoft

Approvals

Concept Approval

Requirements Approval

Game Plan Approval

License Approval

Console Manufacturer Approval

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2. Schedules

i. Initial schedule: example (2/4)

Design

Deliverables Completed for Concept Phase

Deliverables Completed for Requirements Phase

Detailed Documentation Completed for Game

Features

Character and Story Documents Completed

Voiceover Scripts Completed

Mission and Scenarios Designed

Mission Prototypes Scripted

Playtesting

Final Missions Scripted

Art

Deliverables Completed for Concept Phase

Deliverables Completed for Requirements Phase

Prototypes Completed

First Playable Level Completed

Special Effects Completed

UI Completed

Cinematics Completed

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2. Schedules

i. Initial schedule: example (3/4)

Engineering

Deliverables Completed for Concept Phase

Deliverables Completed for Requirements Phase

Art and Design Tools Completed

Production Pipeline Completed

Engineering Prototypes Completed

All Major Game Play Features Implemented

Code Freeze

Audio

Sound Designs Completed

Sound Prototypes Complete

Placeholder VO Recorded

Final VO Recorded

Final Music Implemented in Game

Localization

Determine Localization Needs

Organize Assets for Translation

Integrate Assets

Functionality Testing

Linguistic Testing

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2. Schedules

i. Initial schedule: example (4/4)

QA

Test Plan Completed

First Playable Testing Completed

Alpha Testing Completed

Playtesting Completed

1st Code Release Candidate to QA

Code Release

Cinematics (External Vendor)

Deliver Initial Specs to Vendor

Storyboard from Vendor

Animatic from Vendor

Rough Cut from Vendor

Final Movie from Vendor (no sound)

Movie to Sound Designer

Final Movie Ready for Game

Marketing

Demo Build

E3 Build

Preview Code for Journalists

Review Code for Journalists

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2. Schedules

A technique for breaking large tasks into smaller ones

Usually created with the joint effort of producers and team leaders via brainstorming meetings

From exit criteria to tasks

Sample process

1. Define the main assets to create: e.g., levels/missions

2. Identify the tasks/features to be completed for each step

3. Group the tasks by department (art, engineering, …)

4. Place the tasks in rough chronological order

5. Set durations for each task

ii. Work breakdown structure (WBS)

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2. Schedules

ii. WBS example (1/2)Art Tasks (Villain's Lair) Duration

Create prototype 5 days

Implement prototype feedback 1 day

Create level geometry 20 days

Add placeholder textures 3 days

Fix first round of bugs 3 days

Create destructible objects 2 days

Add final textures 10 days

Create player reference map .5 days

Create special effects 2 day

Optimize level for budget constraints 5 days

Polish map 5 days

Fix final round of bugs 3 days

Design Tasks (Villain's Lair) Duration

Design initial level layout 2 days

Design initial mission scripting 2 days

Script prototype .5 days

Playtest prototype scripting .5 days

Implement prototype feedback 1 day

Script first pass of mission scripting 5 days

Script first pass of multiplayer scripting 2 days

Review scripting 1 days

Script second pass 5 days

Verify all supporting files are tagged correctly 1 day

Create localization tags for in-game dialog 1 day

Polish scripting 3 days

Fix final round of bugs 2 days

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2. Schedules

ii. WBS example (2/2)

Sound Tasks (Villain's Lair) Duration

Create sound design 3 days

Implement sound design prototype 2 days

Implement prototype feedback 2 days

Complete first pass of sound implementation 3 days

Polish sound 2 days

Fix final round of bugs 1 day

QA Tasks (Villain's Lair) Duration

Playtest prototype 1 day

Test geometry and terrain navigation 7 days

Check textures 2 days

Test initial scripting 1 day

Test second pass scripting 1 day

Final test all level geometry and textures 5 days

Final test for mission scripting 1 day

Approvals (Villain's Lair) Duration

Approve initial layout 1 day

Approve initial art prototype 1 day

Approve initial design prototype 1 day

Approve sound design 1 day

Approve final level, scripting, and sound 1 day

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2. Schedules

The WBS has to be refined

Define the exact ordering

Identify dependencies

Assign team members

Guidelines

Keep the tasks small (a few days)

The task assignee (owner) has to agree

Never leave the task duration blank

Allow for extra time

• Sick days

• Vacations

• Known unknowns, unknown unknowns

Do not schedule overtime

Assume employees will be productive 5-6 hours in a day

iii. Detailing the schedule

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2. Schedules

Scheduling: initial draft

15 days (with unlimited resources)

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2. Schedules

Scheduling: assigning resources

1 artist, 1 designer 1 sound designer 1 tester 1 manager=63 days!

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2. Schedules

Scheduling: assigning resources

Resources have limited time!

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2. Schedules

Scheduling: task dependencies

With task dependencies (but no resource

assignment): 77 days

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2. Schedules

Scheduling: resources AND task dependencies

81 days!

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2. Schedules

Program Evaluation and Review Technique

It is a network model that allows for randomness in activity completion times

Tool used to control the length of projects

Educational tool for project managers

Supported by several tools

PERT diagrams

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2. Schedules

What are nodes?

What are arrows?

PERT diagram: an example

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2. Schedules

Activity-on-node diagrams

Nodes represent activities

Arrows indicate precedence constraints

May have more than one single start and end node

Activity-on-arrow diagrams

Arrows represent activities

Nodes indicate synchronization points

One single start and one single end node

PERT diagram: two flavors

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2. Schedules

PERT diagram: two flavors

Activity-on-node

Activity-on-arrow

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2. Schedules

Activity-on-arrow PERT diagrams

Some basic rules

Tasks are represented as arrows

Nodes represent the start and finish points of tasks

There is only one overall start node

There is only one overall finish node

Two tasks cannot share the same start and end node

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2. Schedules

Dummy activities

Sometimes it is necessary to insert dummy activities (duration zero)

To maintain the clarity of the diagram

To indicate precedence relationships between activities

In activity-on-arrow PERT diagrams, each activity must be uniquely identifiable by its start and end nodes

However, sometimes multiple tasks have the same predecessors and successors

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2. Schedules

Dummy activities: no multiple tasks sharing start/end

Not allowed!!!

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2. Schedules

Dummy activities: only one arrow for the same task

How to do it?

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2. Schedules

Dummy activities: only one arrow for the same task

How to do it?

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2. Schedules

CPM determines the total calendar time required for the project

It is determined by adding the times for the activities in each sequence

Computes the critical path: a sequence of activities that, when delayed, also delay the entire project

Activities outside the critical path can speed up or slow down (within limits) without affecting the total project time

The amount of time that a non-critical activity can be delayed without delaying the project is called slack-time

Critical Path Method (CPM)

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2. Schedules

ET – Earliest time the node is reached, given activity duration and precedence relationships

LT – Latest time the node is reached, assuming no delays

CPM: syntax

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2. Schedules

ES – Activity earliest start time

LS – Activity latest start time

EF – Activity earliest finishing time

LF – Activity latest finishing time

Slack Time – Maximum activity delay time

Details on the algorithms in the slides at the end of the slide deck

CPM: what does it compute?

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2. Schedules

A GANTT chart is a type of bar chart that illustrates a project schedule

After the PERT/CPM analysis is completed, the following phase is to construct the GANTT chart and then to re-allocate resources and re-schedule if necessary

No details here

Pretty straightforward process (automated)

Named after Henry Gantt, dates back to 1910-1915

Illustrating the schedule: GANTT chart

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2. Schedules

A GANTT chart

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2. Schedules

The bar in each row identifies the corresponding task

The horizontal position of the bar identifies start and end times of the task

Bar length represents the duration of the task

Precedence relationships are represented using arrows

Critical activities are usually highlighted

No specific syntax though

Relation with PERT

An activity’s bar begins at the activity earliest start time (ES)

An activity’s bar ends at the activity latest finish time (LF)

Characteristics of a GANTT chart

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2. Schedules

Advantages

Simple

Good visual communication to others

Task durations can be compared easily

Good for scheduling resources

Disadvantages

Dependencies are more difficult to visualize (than PERT)

Minor changes in data can cause major changes in the chart

GANTT: pros and cons

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3. Staffing and budgets

The staffing plan determines who will perform the tasks

Check the effect of alternative plans on the schedule

Who is doing the tasks?

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3. Staffing and budgets

A budget has to include all the costs associated with the project

Personnel

Overhead (rent, utilities, taxes)

Hardware

Software

Create the budget based on game requirements

Step 1: create a list of the major line items

Creating a budget

Personnel Costs

Art Personnel

Design Personnel

Engineering Personnel

Production Personnel

QA Personnel

Audio Personnel

Other Major Costs

Hardware

Software

IP Licensing Fees

External Vendors

Food

Shipping

Office Supplies

Overhead (HR benefits, insurance, office space, etc.)

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3. Staffing and budgets

Step 2: break the teams down!

Creating a budget

Art Personnel

Art Director

Lead Artist

Concept Artist

World Builder

Asset Artist

Animator

Technical Artist

Marketing Artist

Design Personnel

Creative Director

Lead Designer

Designer

Writer

Engineering Personnel

Technical Director

Lead Engineer

Networking Engineer

Sound Engineer

Tools Engineer

AI Engineer

Gameplay Engineer

Production Personnel

Executive Producer

Producer

Associate Producer

QA Personnel

Lead QA Analyst

Tester

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3. Staffing and budgets

Step 3: create personnel budget

Creating a budgetProduction Personnel Number Monthly Rate # of Months Cost

Producer 1 $8,000 24 $192,000

Associate Producer 3 $6,000 18 $324,000

Art Personnel

Lead Artist 1 $10,000 24 $240,000

Technical Artist 1 $8,000 24 $192,000

Concept Artist 2 $6,000 10 $120,000

World Builder 10 $6,000 12 $720,000

Object Artist 3 $6,000 8 $144,000

Texture Artist 4 $6,000 12 $288,000

Marketing Artist 1 $6,000 12 $72,000

Animator 3 $8,000 8 $192,000

Engineering Personnel

Lead Engineer 1 $10,000 24 $240,000

Networking Engineer 2 $8,000 16 $256,000

Graphics Engineer 4 $8,000 18 $576,000

UI Engineer 1 $8,000 12 $96,000

AI Engineer 4 $8,000 18 $576,000

Sound Engineer 1 $8,000 12 $96,000

Tools Engineer 3 $8,000 18 $432,000

General Engineer 5 $8,000 18 $720,000

AI Engineer 2 $8,000 12 $192,000

Design Personnel

Lead Designer 1 $8,000 24 $192,000

Designer 4 $6,000 18 $432,000

Sound Designer 1 $6,000 12 $72,000

Writer 1 $6,000 6 $36,000

QA Personnel

Lead QA Analyst 1 $8,000 24 $192,000

Tester 20 $6,000 10 $1,200,000

GRAND TOTAL 80 $7,792,000

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3. Staffing and budgets

Step 4: create other items budget

Creating a budget

Hardware Number Rate Cost

Computers 80 $3,000 $240,000

Console Development Kits 40 $10,000 $400,000

Controllers 60 $100 $6,000

Graphics Cards 80 $300 $24,000

Software

Perforce 76 $750 $57,000

3DSMax 19 $4,000 $76,000

Photoshop 4 $600 $2,400

MS Project 5 $1,000 $5,000

Unreal 3.0 Engine 1 $1,000,000 $1,000,000

Visual C++ 23 $3,000 $69,000

Licensing Fees

Justice Unit Royalty 1 $500,000 $500,000

External Vendors

Voiceover 1 $250,000 $250,000

Music 1 $50,000 $50,000

Cinematics 1 $300,000 $300,000

Localization 4 $50,000 $200,000

Other \

Travel 24 $1,000 $24,000

Food 24 $500 $12,000

Shipping/Postage 24 $200 $4,800

GRAND TOTAL $3,220,200

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4. Outsourcing

Outsourcing means assigning responsibilities for parts of a product/project (here, a game) to external vendors

Outsourcing allows to save time and money

Pick tasks that are not dependent on inter-team work. Mainly design- and art-related tasks

Cinematics and animation

Motion capture

Voiceover

Music

Sound effects

Writing

Localization

Outsourcing engineering is more risky. Why?

a.k.a., learning to trust others

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4. Outsourcing

Before contacting an external vendor, define exactly what is the scope of the work to outsource

Provide as much information as possible about the game

Align the external vendor with the game’s vision

Drawbacks of outsourcing

Lost flexibility to reschedule tasks

Risk: will the vendor deliver on time?

Tricks

Keep an effective communication

Avoid involving multiple people in the communication

Make informed choice about which vendor to rely upon

How to outsource?

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5. Risk management

Risk: uncertain or chance events that planning can not overcome or control

Risk Management: a proactive attempt to recognize and manage internal events and external threats that affect the likelihood of a project’s success.

What can go wrong (risk event)

How to minimize the risk event’s impact (consequences)

What can be done before an event occurs (anticipation)

What to do when an event occurs (contingency plans)

Basic terms

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5. Risk management

The risk event graph

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5. Risk management

How?

A proactive rather than reactive approach

Why?

Reduces surprises and negative consequences

Prepares the project manager to take advantage of appropriate risks

Provides better control over the future

Improves chances of reaching project performance objectives within budget and on time

How and why

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5. Risk management

The risk management process

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5. Risk management

Step 1: Risk Identification

Generate a list of possible risks through brainstorming, problem identification and risk profiling.

• Macro risks first, then specific events

Step 2: Risk Assessment

Scenario analysis for event probability and impact

Risk assessment matrix

Failure Mode and Effects Analysis (FMEA)

Probability analysis

Semi-quantitative scenario analysis

Managing risk: identification and assessment

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5. Risk management

Step 1. Risk identification

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5. Risk management

Step 2. Risk assessment, scale

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5. Risk management

Step 2. Risk assessment with FMEA

Failure Mode and Effects Analysis (FMEA)Impact × Probability × Detection = Risk Value

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5. Risk management

Step 3. Managing risk: response development

Step 3: Risk Response Development

Mitigating Risk

• Reducing the likelihood an adverse event will occur.

• Reducing impact of adverse event.

Avoiding Risk

• Changing the project plan to eliminate the risk or condition.

Transferring Risk

• Paying a premium to pass the risk to another party.

• Requiring Build-Own-Operate-Transfer (BOOT) provisions.

Retaining Risk

• Making a conscious decision to accept the risk.

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5. Risk management

Step 3. Contingency planning

Contingency Plan

An alternative plan that will be used if a possible foreseen risk event actually occurs

A plan of actions that will reduce or mitigate the negative impact (consequences) of a risk event

Risks of Not Having a Contingency Plan

Having no plan may slow managerial response

Decisions made under pressure can be potentially dangerous and costly

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5. Risk management

Step 3. The risk response matrix

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5. Risk management

Step 4. Managing risk: control

Risk control

Execution of the risk response strategy

Monitoring of triggering events

Initiating contingency plans

Watching out for new risks

Establishing a Change Management System

Monitoring, tracking, and reporting risk

Fostering an open organization environment

Repeating risk identification/assessment exercises

Assigning and documenting responsibility for managing risk

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References

1. Hartmann, Sönke, and Dirk Briskorn. “A survey of variants and extensions of the resource-constrained project scheduling problem.” European Journal of Operational Research 207.1 (2010): 1-14.

Mandatory

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Further slides

The critical path method explained!

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2. Schedules

Step 1. Calculate ET for each node

For each node i for which predecessors j are labelled with ET(j), ET(i) is given by:

ET(i)= maxj [ET(j)+ t(j,i)]

where t(j,i) is the duration of task between nodes (j,i)

CPM: step 1

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2. Schedules

Calculating ET: example

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2. Schedules

Calculating ET: example

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2. Schedules

Calculating ET: example

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2. Schedules

Calculating ET: example

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2. Schedules

Calculating ET: example

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2. Schedules

Step 2. Calculate LT for each node

For each node i for which successors j are labelled with LT(j), LT(i) is given by:

LT(i)= minj [LT(j) – t(i,j)]

where t(j,i) is the duration of task between nodes (j,i)

CPM: step 2

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2. Schedules

Calculating LT: example

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2. Schedules

Calculating LT: example

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2. Schedules

Calculating LT: example

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2. Schedules

Calculating LT: example

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2. Schedules

Step 3. Calculate processing times for each activity

For each activity X with start node i and end node j:

ES(X) = ET(i)

EF(X) = ES(X) + t(X)

LF(X) = LT(j)

LS(X) = LF(X) – t(X)

Slack Time (X) = LS(X) – ES(X) = LF(X) – EF(X)

Where t(X) is the duration of activity X

An activity with zero slack time is a critical activity and cannot be delayed without causing a delay in the project

CFP: step 3

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2. Schedules

Critical activities, an example

Task Duration ES EF LS LF Slack Critical Task

A 3 0 3 5 8 5 No

B 4 0 4 0 4 0 Yes

C 7 4 11 4 11 0 Yes

D 5 3 8 8 13 5 No

E 2 11 13 11 13 0 Yes

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2. Schedules

Critical activities, visualized