Showing posts with label futureplay. Show all posts
Showing posts with label futureplay. Show all posts

Tuesday, November 04, 2008

More from FuturePlay Game Producer workshop

A vectorized image of project dimensions.Image via Wikipediaa few notes from Day 2 of the workshop - we talked about testing, project management techniques, production techniques, localization, voice over and music, and relationships with external forces like marketing

big realization - preproduction is so much more important than I ever thought. Marketing needs to be on board that early. You have to plan for how you're going to localize your game that early. You ahve to plan what voices you'll need so you can get on their schedule for voice over recording sessions.

The producer doesn't have to be a serious gamer. They need to be detailed oriented, willing and able to keep track of what everyone is doing all the time. And be able to communicate it up the food chain to management and down the foodchain to team members.

Producers can have associate producers. Publisher might assign someone from their staff to be the publisher's producer to seemingly spy on you. But also to make sure the publisher's money being spent efficiently.

Localization becoming more important because games want to do what's called simship - ship to all countries the same day. Cuts down on game pirating. I think this might be a cool project to get folks from foreign language depts involved in games - have the junior or senior game folks localize into one language.

game folks don't seem to have much respect for marketing - marketing seen as a big time waster causing the game folks to stop their work and make a demo or a trailer for markeitng to send out to magazines or conferences. This would be a good way to get IMC involved in the game major - give the game folks experience working with markeitng in a positive way before the game folks go out to the real world

themes that keep coming up
  • test test test
  • communicate communicate communicate
  • get buy in from the team
  • need processes to track change requests, bugs, need for new resources
  • have to educate team sometimes on importance/necessity of project management techniques
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Tuesday Morning Keynote from FuturePlay2008

Katie Salen from Parsons School and the Institute of Play gave the morning keynote. 8am is very early and the room was a little empty. No reflection on the speaker, some folks just slept in I think. The crowd picked up before the talk was over.

Big news - they're starting their own (public?) school based on game design. Teachers and game designers working together to develop curriculum. I am so jealous. And I feel very jealous. Such exciting projects with all kinds of people working together.

other points - that I can work with) - interaction = participation. Even MMO's and multiplayer games come down to interaction between 2 people so everyone feels they're participating. Games bring goals to that participation. Performance towards the goals of hte game is assessed throughout the game. You gan skills to do better as you play and you learn other more general skills.

people (kids especially) learn collaboratively how to play games. they watch each other, they try stuff out and ask other players what to do differently, to improve

when kids make games they learn content - makes sense. And they want people to play their games so they take extra trouble to make sure it's a good game and accurate info.

sites to check out
  • institute of play
  • galaxyzoo - a crowdsourcing game to locate galaxies in a mass of astronomical data
  • once upon a story card game (I think I had this in my amazon cart and didn't know why till today)
  • game bucket - a table that cross references board/card/video games with NYS learning objectives
  • GameStar Mechanic - a game that eaches game design
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Monday, November 03, 2008

FuturePlay 2008

What I'm mostly doing at the Future Play confernce is going thru the 3 day game producer's workshop. Today we covered preproduction and got an intro to production. Lots of notes, we did a couple of group exercises. I got lots of ideas for things we need to do in the 4 year curriculum to give everyone exposure at different levels to these preproduction ideas. The game producer's workshop is led by Heather Chandler who was the producer for the Ghost Recon franchise at Ubisoft up to 2005 when she started her own company Media Sunshine, inc. to provide producer and creative services as a contractor. Here are a couple of ideas from today's class.

  • I think i would like to be a game producer - they do the budgeting, the scheduling, the relations with the team and with the "suits". They have the big picture in mind at all times.
  • independent stuios/developers have to prove that they can deliver on time and on budget and they can quickly get a bad reputation if they mess up a project
  • preproduction should take up from 10 to 25% of time alloted to the game development - more ya do up front, the smoother hte production will go
  • brainstorm often with people from the team - game concept, character names, character appearance, gameplay, look and feel - - get lots of ideas and you get buy in from the people on the team good for morale and good for game quality
  • SWOT analysis diagram in English language.Image via Wikipediaproducer has to do competitive, SWOT, and risk analyses - for competitive analysis look at past games that set the standard for the genre, present games that are selling well, announced but not yet released games to see key features, how you can position your game against hte competition - she says to write down for each competing game - title developer, publisher, platform, release date, game summary, key features, sales estimates, game reviews on things like metacritic, - can do in a spreadsheet
  • prototypes are good - show people your idea, play test early on, can be paper or digital, good for iterative design, can prototype parts of the game like new game play mechanisms - - gets people from all parts of the team talking about the game since they will all be able to see how it looks and plays
  • milestones - deliverables on key dates key events to track game progress, goals for designers & programmers - have to make sure everyone agrees wiht the definitions of hte milestone deliverables, break down what each part of hte team should have ready for each milestone so each part of the team knows what to expect to be getting from other parts of the team
  • she talked about very detailed schedules i project management software that has dependencies and resources assigned, break down tasks to that subtasks might take just a day or two, get a list from everyone of al the tasks that they think they need to do, organize and prioritize it
  • hard to plan 2 years in advance so producer has to be flexible and be willing to update schedule as you move thru development phases
  • as ya get people to play the prototype - need them to say what htey like/dislike about the game and why - why is the most important and the toughest to actually get, have to tease out what they don't like specifically and what they'd like to see instead

during production - focus on finishing the game - no new features without compelling reasons, stick to the plan, easier to do if there's buy in earlier from the preproduction phase

gamasutra has salary reviews that you could use for initial budgeting
share schedule with the team - again gets buy in, lets them see what happens if they fall behind on their tasks - they can see all the other tasks that will be put off schedule

I ahve a copy of the slides and we're getting a copy of her book with a lot more detail.

I think we have to give students a chance to practice these preproductin skills - developing budgets and schedules, doing QA being the producer, being lead designer/artist/programmer
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Notes from FuturePlay conference in Toronto 2008 pt1

View of skyscrapers in the financial district ...Image via WikipediaThis is the first of a couple of posts about the FuturePlay conference in Toronto in November 2008. It started on a good note - lots of tasty fresh fruit and yummy soup for lunch. The picture is the Toronto skyline from the CN tower (which I went up in. I have some of my own pics from the tower that I"ll post later. Now for the relevant stuff.....

The morning keynote was Ben Sawyer talking about serious games. He started Digital Mill. He started games for health and the serious games initiative. He has the experience to back up his thoughts, predictions, and suggestions for future work. I have a lot of notes but here are a few cool things.

  • they have a serious games taxonomy with definitions and examples - handy reference
  • most people are working with uninformed opinions about serous games - it's not just games for education
  • most people talking about serous games have a poor sense of what's a game and have little experience with modern games or what people expect when you say something is a game now a days
  • serious educational games shouldn't think that one measure of success for htem is that people will just pick them up and play (like they do halo or gears of war) - as long as the games are a little more interesting/motivating than the alternative that's a success - because content matters and fisheries management is just not as inherently interesting as is blowing up space aliens - i hadn't thought about this before - you can't just say oh it's a game kids will want to play it without it being assigned as homework --- that's just not true for most games for education and that's ok since they will play them a little more frequently, will actually do their homework, will get a little more practice with a game than a regular workbook for instance
  • people shouldn't assume that serious games = boring games; bad games regardless of whether they're serous or not are just boring, don't make bad games
  • games play into the idea of learning as behavior change
  • we need more research - especially design research relaqted to games - about serious games, need to organize a foundation of research literature, need more theories than just hwat James Gee has proposed
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