IMGD 1001 - The Game Development Process: Game Development Timeline
IMGD 1001 - The Game Development Process: Game Development Timeline
Development Process:
Game Development Timeline
by
Robert W. Lindeman (gogo@wpi.edu)
Kent Quirk (kent_quirk@cognitoy.com)
(with lots of input from Mark Claypool!)
Outline
Game Timeline (next)
Team Sizes
1
Game Development
Timeline (1 of 5)
Inspiration
getting the global idea of the game
Conceptualization
preparing the "complete" design of the game
duration: 3 months
Concept
• Define game concept
• Define core game features
• Find/Assign developer
• Estimate budget & Due date
2
Concept: Van Helsing (1 of 4)
3
Concept: Van Helsing (3 of 4)
Van Helsing
Pre-Production Video
Van Helsing
Finished Concept Video
4
Game Development Timeline (2 of 5)
Prototypes
Build prototypes as proof of concept
• Can take 2-3 months (or more)
• Typically done a few months after project start
In particular, used to test game play
Throw prototype away afterwards
• Don't expect it to evolve into game!
• The Pancake Principle (Fred Brooks)
“Plan to throw one away, you will anyway.”
Pitch to Publisher
(Continued next slide)
5
The Pitch Process:
Presentation
Key pitch presentation content:
Concept overview & genre profile
6
The Pitch Process:
Project Schedule & Budget
Schedule & budget must:
Be detailed and transparent
The Deal:
Choosing a Publisher Research
Publishers screen Developers
But Developers should also research
prospective Publishers:
Are they financially stable?
Do they have appropriate reach for target?
Do they market / PR their games well?
Is there a history of non-payment of
milestones or royalties?
Have they produced many titles?
Sometimes you take what you can get!
7
The Deal:
IP Rights
Intellectual Property Rights include:
Game name
Logos
The Deal:
Payment Negotiation (1 of 2)
Current approximate development costs:
$4-5 million for AAA multi-platform
$2-3 million for AAA PlayStation 2 only
$1 million for A-quality single platform
Royalties
Percentage payments of profits made after recoup of
development costs
Developer royalties range 0% ("work for hire") to 40%
Other considerations:
Rising-rate royalty: more units sold = higher percentage
Clear royalty definition of 'wholesale price' (i.e., including
cost of goods etc.)
Right to audit publishers books
Currency/exchange rate/VAT figures
8
Moving Projects Forward
Most Publishers have a "Green-Light Process"
Used to determine which projects go forward
Developers submit to committee at five, mostly
independent stages:
Concept
Assessment
Prototype
First Playable
Alpha
• At each stage, committee:
Decides whether or not to continue funding
o Developers then get next "lump" of money
Evaluates market potential
Adjusts unit forecasts accordingly
9
Prototype: Red Ninja (2 of 3)
Red Ninja
Pre-Production Video
Red Ninja
Final Production Video
10
Game Development Timeline (3 of 5)
Blueprint
separate the project into different tiers
duration: 2 months
Architecture
creating a technical design that specifies tools
and technology used
duration: 2 months
11
Other Milestones:
Alpha Definition
At Alpha stage, a game should:
Have all of the required features of the
design implemented, but not necessarily
working correctly
Be tested thoroughly by QA to eliminate any
critical gameplay flaws
Still likely contains a certain amount of
placeholder assets
(Continued next slide)
Alpha Definition
Feature complete
"Localization" begins
Focus test
Play testing
Marketing continues
12
Alpha: Crash Bandicoot (1 of 2)
13
Game Development Timeline (5 of 5)
• Level design
create the levels for the game
duration: 4 months
Other Milestones:
Beta Definition
• At Beta stage, a game should:
Have all content complete
14
Stages of Development: Beta
• Polish, polish, polish
• Game balancing
• Localization continues
• Demo versions
Other Milestones:
Gold Master Definition
• At Gold Master stage, a game should:
Be sent to the platform holder/s (where
applicable) for TRC (Tech. Req. Checklist)
testing
Be sent to press for review
15
Final/GMC/Gold
• The Game is "Done"
• Testing, testing, testing
• Intense pressure
• Submit to console
developers
• Manufacturing timing
Post-Mortem
• Analysis of PR, marketing
• Analysis of production, source
Code
• What went right
• What went wrong
• Archive all assets
• Kick-off the Sequel!
16
Outline
• Game Timeline
• Team Sizes (next)
17
Development Team 1988
• Sublogic’s JET (early flight sim)
Sublogic later made scenery files for
Microsoft flight simulator
• 3 Programmers
• 1 Part-Time Artist
• 1 Tester
Total: 5
• 6 Programmers
• 1 Artist
• 2 Level Designers
• 1 Sound Designer
• Off-site Musicians
Total: 11
18
Development Team 2002
• THQ’s AlterEcho o3 Character Modelers and
• 1 Executive Producer Animators
• 1 Producer o1 2d and Texture Artist
• 3 Level Designers
Total: 19+
25% Designers
25% Programmers
• 3 Producers
• "Live" Team (starting at Beta, 6 months before
done)
8 Developers
50-60 Customer support (for 200K users)
1000 Volunteer staff (for 200K users)
19
A (Larger) Developer
Company Today
• Designing and creating computer games is
serious business
Large budgets ($10 million+)
Large number of people involved
Large risk
• Wisdom
Use modern software development techniques
• In the design
• Not during the programming
20