Game Design
11
Business and Management of Games
Game Design for Business
Game Team
• In the beginning
– One person was enough to create and program a game
• Games were very small (4 to 30 KB)
• As computers grew, so did the size of games
– Teams of hundreds of designers, artists, programmers, QA analysts, etc.
• Team structure and responsibilities are very
complex
Team Structure
• Publishers and Developers
– Publishers usually finance, market and sell the game
– Developers are responsible for delivering the game
Team Structure
Image courtesy of [1]
Developer’s Team
• Small teams
– Everybody does everything
• Large teams and companies
– Well defined positions ad resposibilities
Game Designer
• In charge of the play experience
– Since play experience is linked to all aspects of the game (programming, art, etc), must collaborate with all other members
Game Designer
• Core tasks
– Brainstorm concepts – Create prototypes
– Playtest and revise prototypes
– Write/ update concept and design documents – Communicate vision for the game to the team – Create levels for the game
– Advocate for the player
Producer
• The project leader
– Team leader for developer’s team
– Communication between developer and publisher – Schedule and budget for the production from the
developer side
– Track and allocate resources as well as forecast
– Manage developer team to make sure deliverables are completed on time
– Motivate team and solve production related problems
Producer
• Game designers need to negotiate the design and scheduling details
– Realistic timetable – Realistic budget
– Good designers need to understand schedules and budgets
Programmer
• High- and low-level coders, network and
systems engineers, database programmers, computer hardware support, etc.
– senior programmer, lead programmer, and technical director, all the way up to CTO
Programmer
• Write technical specifications
• Implement:
– Software prototypes – Software tools
– Game modules and engines – Data structures
– Management of communications
• Document code
• Coordinate with QA engineers
Visual Artists
• Character designers, illustrators, animators, interface designers, 3D artists
– Led by art director, senior art director, lead animator, etc.
Visual Artists
• Responsible for
– Characters
– Worlds and world objects – Interfaces
– Animations – Cutscenes
QA Engineers
• Create a test plan for the project
• Execute the test plan
• Record all unexpected or undesirable behavior
• Categorize, prioritize, and report
• Retest and resolve issues
Specialized Media
• Many roles are too specialized ton include in every team
– Writers
– Sound designers – Actors
– Martial arts instructors – Etc.
Level Designer
• Work in tandem with the designer to make levels fit with the theme of the game
– Implement level designs
– Come up with level concepts
– Test levels and work with the designer to improve overall gameplay
Publisher’s Team
• Usually are large corporations
– Thousands of employees
Producer
• Not directly involved in production, but has an interest in the success of the game
– Team leader for the publisher’s team
– Main communication link between the publisher and developer
– Schedule and budget for the production from the publisher’s side
Producer
– Track and allocate resources as well as forecast – Approve work accomplished by the developer so
milestone payments can be made
– Coordinate with internal executive management, marketing, and QA personnel
Marketing Team
• Find ways to sell the game
– A strong link to the demands of the customers
• Focus groups
• Common hardware of target audience
Other Roles from the Producer
• Upper management
• QA
• Usability team
– Evaluation of interfaces, user scenarios, usability test sessions, etc.
Communication
Image courtesy of [1]
The lines in the image represent communication channels
Stages of Development
Image courtesy of [1]
Stages of Development
• Concept/Contract
– Team, project plan, idea
• Preproduction
– Small team to test feasibility
– Will implement one level/ environment, with a focus on the differentiating risky features
– The most critical part of a project’s life
Stages of Development
• Production
– The longest and most expensive stage – The purpose is to get the Alpha code
• No more features will be added
• QA
– Make sure that what features you have implemented are well polished
• “70% of the quality of a game comes during this last 10% of development”, Steve Ackrich, Activision
Stages of Development
• Production
– The longest and most expensive stage – The purpose is to get the Alpha code
• No more features will be added
• QA
– Make sure that what features you have implemented are well polished
• “70% of the quality of a game comes during this last 10% of development”, Steve Ackrich, Activision
Project Plan
Image courtesy of [1]