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Introduction. Paul Kerby Lead Gameplay Programmer, Gotham Team Gareth Wilson Design Manager, Gotham Team. Presentation Format. Game Overview Design Art Code Production Conclusions Improvements to our process. Game Overview. “Speed and Style” Visually “Next Generation” - PowerPoint PPT Presentation

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  • Introduction

    Paul KerbyLead Gameplay Programmer, Gotham TeamGareth WilsonDesign Manager, Gotham Team

  • Presentation FormatGame OverviewDesignArtCodeProductionConclusionsImprovements to our process

  • Game OverviewSpeed and StyleVisually Next GenerationDay 1 launch title XBOX 360Average 89% review scores

  • Production Stats2 year development cycle67 Bizarre creations staff100+ MGS staff 22,400 cans of Coke. 281,600 teabags & 9182 pints of milk! One million air miles!

  • Software UsedMaya 6, XSI Advanced + EssentialsVisual Studio .NET(C#, C++)Lua Scripting Nuendo 2, Pro Tools, SoundforgeAlienbrain, Tortoise Subversion MS Project 2003, Product Studio & RAID

  • Screenshot1

  • Add Screenshot

  • Design What went WrongDesign locked down too lateLacked detailSome design areas depended on new technologyDesign changes not communicatedTime pressures relating to new hardware

  • Design What went RightDesign documentationDesign reacted quickly to technical realitiesThe right features were trimmedMicrosoft design & balancing support excellentCore pillars agreed early and stuck to

  • Design Pillars ScreenshotPGR3 Design Pillars

  • Art What Went WrongMoving to Maya caused an initial dip in productionBuild instability caused massive overtime to get level of art polish requiredProducing track surface left late in projectRushed asset production too many last minute asset requests

  • Art - What Went RightAll content produced on time, despite project issuesOutsourcing used on later stagesVisual detail outstandingIn-car view became a defining feature of the game

  • Tokyo Screenshot

  • Vegas ScreenTokyo Screenshot

  • London Screenshot

  • New York Screenshot

  • Nurburgring Screenshot

  • Code What Went WrongHardware dates changedEarly XDKs sometimes unstableDocumentation neglectedPoor build stability hampered gameplay and artTools built from scratch for Maya

  • Code - What Went RightMS support excellentProgrammers given specific areas to ownBuild stabilised at the right timeOnce complete, tool chain excellentAll game features flexible and scaleableUse of scripting invaluableCoders understood where the next generation bar was

  • Nine Months Out

  • Six Months Out

  • Two Months Out

  • Production What went WrongTo begin with we failed to realise the complexities of producing HD contentEverybody rushing to the line at the same timeArt and Tech were the focus, sometimes the game was neglectedMilestone targets not communicated well to the teamProgrammers could have been scheduled better

  • Production What went rightNew team members hired at start of projectWhen an area was late resources were addedEmpowerment of team membersGame Balancing process went rightStrong relationship with publisherOutsourcing used effectivelyPeople looked after in times of stress

  • ConclusionsWe shipped on-time, a day 1 launch titleWe were Next GenWe dont want to do it like that again!Bizarre is in a prime position for future game development

  • Generic Screenshot

  • PitfallsBe ambitious but not too ambitiousAssume makes an ASS of U and MEIgnore the previous generation at your peril!Do things in the correct orderUnstable builds halt production

  • Funny Diary shots

  • Funny Diary shots

  • Funny Diary shots

  • Top Five TipsBe Flexible and Scaleable Communicate ChangeBuild RelationshipsReduce moving partsPrepare team for overtime and look after them!

  • Any Questions???