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<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> <strong>Development</strong><br />

<strong>Rafael</strong> <strong>Chandler</strong><br />

<strong>KRI</strong><br />

<strong>April</strong> 6, 2007


About Media Sunshine<br />

<strong>Game</strong> Industry Consultants<br />

• Heather <strong>Chandler</strong>, Executive Producer<br />

• <strong>Rafael</strong> <strong>Chandler</strong>, Creative Director<br />

• Experience at Activision, EA, & Ubisoft<br />

• Combined total of over 50 shipped titles<br />

• Production, writing, localization, & design<br />

• www.mediasunshine.com


About Media Sunshine<br />

Shipped Titles Include:<br />

• Ghost Recon: Advanced Warfighter (X360)<br />

• Two Worlds (X360)<br />

• Monster Madness (X360)<br />

• Rainbow Six: Lockdown (Xbox, PS2)<br />

• Ghost Recon 2 (Xbox, PS2)<br />

• Rainbow Six 3: Raven Shield (PC)<br />

• Civilization: Call to Power (PC)<br />

• Heavy Gear II (PC)


Publications


1. Localization<br />

2. Design<br />

3. Production<br />

4. Narrative<br />

Overview


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Localization


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Localization<br />

Overview<br />

• Creating international content<br />

• Localization-friendly code<br />

• Localization plan<br />

• Simultaneous release<br />

• Organizing assets for translation<br />

• Integrating assets<br />

• Quality assurance testing<br />

• Console submission


International Content<br />

Checklist<br />

• Avoid culturally specific references<br />

• Be aware of age ratings per country<br />

• Sex and violence restrictions<br />

• Consider region-specific content


Localization-Friendly Code<br />

Language assets<br />

• All text, art, audio assets in one location<br />

• Words in text format, not code or graphics<br />

• Text in graphics should be layered<br />

• Follow established naming convention<br />

• Audio files: voice tracks separate


Localization-Friendly Code<br />

International characters<br />

• Support Unicode: international characters<br />

• Double-byte support for Asian, Cyrillic<br />

• Fonts support international characters<br />

• Font easy to read on standard and HD TVs


Localization-Friendly Code<br />

User interface<br />

• Text increase of 25-30%<br />

• Dynamically size boxes and UI elements<br />

• Use icons instead of text<br />

• Don't crowd UI elements onto screen<br />

• Support international currency, time, date


Localization-Friendly Code<br />

Keyboard input<br />

• International keyboards<br />

• Keys in different places<br />

• Keys mapped by location: third down<br />

• Or mapped by symbol: letter K


Localization-Friendly Code<br />

Technical considerations<br />

• Plan for subtitle support<br />

• How will localized VO handle lip-synch<br />

• Compatibility between languages (online)


Level of Localization<br />

Overview<br />

• Publisher decides level of localization<br />

• Based on region, sales expectation<br />

• Box-and-docs (no game localization)<br />

• Partial (only text localized)<br />

• Full (text and audio localized)


Localization Plan<br />

Developing plan<br />

• Cost estimates for translations, VO<br />

• Dev team schedule for integration, testing<br />

• How long will it take?<br />

• Are localizations released simultaneously?<br />

• Translation and testing usually outsourced<br />

• Dev team responsible for asset integration<br />

• Dev can create loc kit after game complete<br />

• Allows external dev to fully localize game


Localization Plan<br />

Asset overview<br />

• Number of words to be translated<br />

• File formats<br />

• Art, audio, text files need to be integrated<br />

• Translation vendor can then estimate costs<br />

• Allows team full picture of scope<br />

• Publisher uses this to estimate cost


Simultaneous release<br />

Overview<br />

• Challenge: start before code finalized<br />

• Difficult if not planned for in advance<br />

• If game loc-friendly, simship easier<br />

• Only alter language assets, not code


Simultaneous release<br />

Overview<br />

• Asset lockdown 4-8 wks before code release<br />

• Depends on amount of content in the game<br />

• Translators can handle 2000 words per day<br />

• 100,000 word game takes 50 days<br />

• Multiple translators can add inconsistencies


Organizing Assets<br />

Documentation<br />

• For translators prior to beginning work<br />

• Build of game<br />

• Design documents<br />

• Cheats/walkthroughs<br />

• Voice actor casting notes<br />

• Glossary<br />

• Technical overview


Organizing Assets<br />

Text assets<br />

• Pulled out and formatted into spreadsheet<br />

• Send translators the TXT files (risk)<br />

• If multiple files, track with checklist


Organizing Assets<br />

Voice assets<br />

• Master spreadsheet with content<br />

• Character, dialogue, context, filename<br />

• Casting notes, voice guide<br />

• Audio files in primary language<br />

• Indicate timed dialogue and duration


Organizing Assets<br />

Other assets<br />

• Manual and box text<br />

• Keyboard reference card<br />

• Customer support info<br />

• Licenses and legal text


Integrating Localized Assets<br />

Overview<br />

• Time-consuming if copy/pasted into game<br />

• Automation of asset integration process<br />

• If dev, easier to control budget, schedule<br />

• If third-party, may get behind schedule (risk)<br />

• Assets checked into source control dbase<br />

• Usual process for language updates


Integrating Localized Assets<br />

Overview<br />

• Each language increases assets to track<br />

• Plan for file size increase after integration<br />

• If tight on memory limitations, this is risk<br />

• Number of languages on the disc<br />

• Which language displayed to the user<br />

• User selects, or automatically selected


Testing Content<br />

Functionality testing<br />

• Check for functionality bugs in loc versions<br />

• Font not displaying correctly<br />

• Wrong set of assets appearing in game<br />

• Not necessary to have language experts


Testing Content<br />

Linguistic testing<br />

• Tracked like other bugs<br />

• Text truncations<br />

• Text overlap<br />

• Incorrect context<br />

• Wrong languages<br />

• Grammatical errors


Console Submission<br />

Process<br />

• Submission to Sony, Microsoft, Nintendo<br />

• If space on disc, all languages at once<br />

• Or separate discs, submitted separately<br />

• Glossaries for gaming platform terms<br />

• Incorrect terms can fail game


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Design


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Design<br />

Overview<br />

• Mainstream approach<br />

• Market realities<br />

• Concept development<br />

• Goal definition<br />

• Polish and presentation<br />

• <strong>Next</strong>-gen opportunities<br />

• Resources


Mainstream Approach<br />

Mass-market audience<br />

• Transition from hardcore audience<br />

• Impulse buys, buzz, word-of-mouth<br />

• Retail outlets, department stores<br />

• Anonymous customer, not forum fan<br />

• Difficulty level not as intense<br />

• Hollywood tie-in, brand awareness


Market Realities<br />

<strong>Game</strong>Fly rentals, March 24-30, 2007<br />

• 8 sequels (GRAW 2)<br />

• 4 tie-ins (TMNT)<br />

• 2 sports games (MLB 2007)<br />

• 1 original game (Motorstorm)<br />

• Implications: risk-averse publishers<br />

• Millions of dollars, hundreds of developers<br />

• System and process become critical


Concept development<br />

Holistic design<br />

• What is user experience?<br />

• Immersion in the fantasy, culling of features<br />

• Necessary content becomes focus<br />

• D&D vs. Dread<br />

• Process of creating experience<br />

• Detachment from developer knowledge<br />

• Testing and verification of intent<br />

• Demonstrable goal achievement


Goal definition<br />

Developer vision<br />

• Specific emotions, moments<br />

• Key scenarios or opportunities<br />

• What is it that player does?<br />

• Why is it fun?<br />

• Does it command the player's attention?<br />

• How is goal realized via mechanics?<br />

• How do our tools help us create fantasy?


Polish and Presentation<br />

Top-ranked games on <strong>Game</strong>Rankings.com<br />

• PS3 -- Resistance: Fall of Man<br />

• Xbox 360 -- The Elder Scrolls IV: Oblivion<br />

• Wii -- Zelda: Twilight Princess<br />

• PS2 -- Resident Evil 4<br />

• Xbox -- Halo: Combat Evolved<br />

• <strong>Game</strong>cube -- Metroid Prime


Polish and Presentation<br />

Ramifications<br />

• Consideration of user experience<br />

• Absence of awkward fumbling<br />

• Small steps towards innovation


<strong>Next</strong>-Gen Opportunities<br />

Sony<br />

• PlayStation Home<br />

• Focus on community, online presence<br />

• User creates avatar on PS3<br />

• Home decorated through achievement


<strong>Next</strong>-Gen Opportunities<br />

Microsoft<br />

• Xbox Live Arcade<br />

• Online game distribution service<br />

• Inexpensive casual games<br />

• Over fifty titles on 360<br />

• 25 million games downloaded


<strong>Next</strong>-Gen Opportunities<br />

Microsoft<br />

• <strong>Game</strong>s for Windows<br />

• Web site, brand management<br />

• Easy install option<br />

• Compatibility with 360 controller<br />

• Launches from Media Center


<strong>Next</strong>-Gen Opportunities<br />

Microsoft<br />

• Cross-platform gaming<br />

• Shadowrun: Vista and Xbox 360<br />

• Several games predicted for fall 2007


<strong>Next</strong>-Gen Opportunities<br />

Nintendo<br />

• Wii Channel<br />

• Customizable menu interface<br />

• Mii avatar<br />

• WiiConnect24<br />

• Constantly online<br />

• Community interaction<br />

• Promotions


Resources<br />

Books<br />

• The <strong>Game</strong> Production Handbook<br />

• Heather <strong>Chandler</strong>, Charles River, 2006.<br />

• Indie <strong>Game</strong> <strong>Development</strong> Survival Guide<br />

• David Michael, Charles River, 2003.<br />

• <strong>Game</strong> <strong>Development</strong> and Production<br />

• Erik Bethke, Wordware, 2003.<br />

• The <strong>Game</strong> Producer’s Handbook<br />

• Dan Irish, Thomson, 2005.


Resources<br />

Organizations<br />

• IGDA – www.igda.org<br />

• International <strong>Game</strong> Developers Association<br />

• Dedicated to the game dev community<br />

• Sponsors of the annual GDC<br />

• AIAS – www.interactive.org<br />

• Academy of Interactive Arts and Sciences<br />

• Academy that promotes common interests


Resources<br />

News sites<br />

• Blues News – www.bluesnews.com.<br />

Presents latest industry news, game<br />

reviews, and other info.<br />

• Develop – www.developmag.com.<br />

European game development magazine.<br />

• The Escapist – escapistmagazine.com.<br />

Weekly online magazine that covers<br />

gamers and gaming culture.


Resources<br />

News sites<br />

• Gamasutra – www.gamasutra.com.<br />

Features game development resources such<br />

as job postings, industry news, and articles<br />

about game development.<br />

• <strong>Game</strong>spot- www.gamespot.com. A gaming<br />

news site with information about all genres<br />

and platforms.


Resources<br />

News sites<br />

• <strong>Game</strong>Dev.net – www.gamedev.net.<br />

Features technical articles about game<br />

development and other useful information.<br />

• <strong>Game</strong> Developer Magazine –<br />

www.gdmag.com. This is a magazine<br />

published in the States that features articles<br />

on game development. It also includes job<br />

postings.


Resources<br />

News sites<br />

• <strong>Game</strong> Rankings – gamerankings.com. A<br />

useful website that posts all the reviews of<br />

a given game and determines an overall<br />

average based on these reviews.<br />

• IGN – www.ign.com. A gaming news site<br />

with previews, reviews, interviews, etc. for<br />

all game genres and platforms.


Resources<br />

News sites<br />

• Metacritic – www.metacritic.com. Posts<br />

and averages all the reviews of a game.<br />

• Moby <strong>Game</strong>s – www.mobygames.com.<br />

Collects collects and posts information on<br />

game credits and other news about the<br />

game industry.<br />

• <strong>Next</strong>-generation – www.next-gen.biz.<br />

Features news and articles.


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Production


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Production<br />

Overview<br />

• Challenges<br />

• Project management<br />

• Agile & Scrum<br />

• Production techniques<br />

• Team management<br />

• Team building


Production<br />

Challenges<br />

• <strong>Next</strong>-gen more complex, more assets<br />

• Multiplatform development<br />

• PS3, X360, Wii, PSP, DS, PC versions<br />

• Outsourcing large part of production<br />

• Some studios have tracking departments<br />

• Management of production process


Formal Project Management<br />

Overview<br />

• More control over game dev cycle<br />

• Tangible process motivates team<br />

• Easier to determine project status<br />

• Bringing new team members up to speed<br />

• <strong>Generation</strong> of project metrics


Formal Project Management<br />

Disadvantages<br />

• People don’t like change<br />

• Devs may be reluctant to try new system<br />

• Can be costly to develop/implement<br />

• Team Software Process takes 2 weeks<br />

• Everyone in team must participate


Agile <strong>Game</strong> <strong>Development</strong><br />

Overview<br />

• Much attention in recent years<br />

• Set of methods focused on product value<br />

• Attained through iteration and feedback<br />

• Focus is on functional version of game<br />

• Instead of assembling parts, build basics<br />

• Always a working version of the game<br />

• Functionality built upon iterations


Agile <strong>Game</strong> <strong>Development</strong><br />

Scrum<br />

• One type of Agile, focused on management<br />

• Flexible; used in a variety of situations<br />

• No formal training required; inexpensive


Agile <strong>Game</strong> <strong>Development</strong><br />

Characteristics of Scrum<br />

• Create subsets of self-directed teams<br />

• Teams are small and cross-functional<br />

• Each subset headed by “scrum master”<br />

• Responsible for removing team’s obstacles<br />

• Work to create tangible deliverable on time<br />

• Deliverables every 2 or 4 weeks


Agile <strong>Game</strong> <strong>Development</strong><br />

Benefits of Scrum<br />

• Iterative nature allows progress tracking<br />

• Always something functional<br />

• Easier to remove features against deadline<br />

• Successfully used by numerous studios<br />

• High Moon Studios (Darkwatch)


Agile <strong>Game</strong> <strong>Development</strong><br />

More information:<br />

www. agile game development .com


Production Techniques<br />

Balance<br />

• Between time, resources, features, quality<br />

• Increase time in schedule<br />

• Increase number of people on project<br />

• Cut features from game<br />

• Reduce quality/scope of features


Production Techniques<br />

Risk analysis<br />

• Risks are things that can go wrong<br />

• Constantly assess potential risks<br />

• Better to over-prepare for what might be<br />

• Saves time and stress when things go wrong


Production Techniques<br />

Risk analysis<br />

• Steve McConnell, Rapid <strong>Development</strong>:<br />

• Identify risks that could happen<br />

• Analyze probability and impact<br />

• Prioritize risks based on impact<br />

• Create plan to neutralize most critical<br />

• Implement plan, monitor progress


Production Techniques<br />

Project reviews<br />

• Useful for monitoring game progress<br />

• Teams getting larger, games more complex<br />

• Once per month, if not more often<br />

• Identify and neutralize problems<br />

• Key decision-makers must attend<br />

• Focuses developers on overall progress


Production Techniques<br />

Conducting project reviews<br />

• Compare plan with current status of project<br />

• Note accomplishments since last review<br />

• If no progress made, project in trouble<br />

• Identify risks, propose solutions<br />

• Identify and remove roadblocks<br />

• Update schedule, deliverables, milestones<br />

• Identify necessary resources (people, tools)<br />

• www. project review .net


Production Techniques<br />

Critical stage analysis<br />

• Technique developed by Wolfgang Hamann<br />

• Getting regular feedback from team<br />

• Measure what each individual thinks at time<br />

• Allow team to provide feedback<br />

• Show that thoughts are taken seriously<br />

• Pointless to wait until postmortem<br />

• CSA done on monthly basis, or milestone


Production Techniques<br />

Critical stage analysis<br />

• Survey provided to all team members<br />

• What 5 things went right?<br />

• What 5 things went wrong?<br />

• What 5 things could be improved?


Production Techniques<br />

Critical stage analysis<br />

• Producer collates results of survey<br />

• Publish action plan 2 days later<br />

• Plan deals with top 5 concerns<br />

• People assigned specific tasks, deadlines<br />

http://www.gamasutra.com/resource_guide/<br />

20030714/hamann_01.html


Production Techniques<br />

Feature creep<br />

• New features added without adjustment<br />

• Features impact time, resources, quality<br />

• From management, leads, team, fans<br />

• Adding features can improve final game<br />

• Some feature requests damage project<br />

• Research impact of feature addition


Production Techniques<br />

Feature creep<br />

• Presentation of options:<br />

• Add feature, but others removed, reduced<br />

• Add feature, but need time, team, or money<br />

• Add feature without impact<br />

• Communicate impact to the team<br />

• Change Request Forms to document adds<br />

• Prioritize new features, critical first


Production Techniques<br />

Task force<br />

• Cross-discipline group of developers<br />

• Troubleshooting, developing solutions<br />

• One member from each discipline<br />

• Design, art, programming, testing<br />

• Group develops several solutions<br />

• One is selected – the decision is final<br />

• Gives team ownership of their work<br />

• Personal investment in process


Production Techniques<br />

Prototyping<br />

• Helps determine strength/weakness of idea<br />

• Before time, money spent on assets, code<br />

• Tweak feature cheaply during prototyping<br />

• More defined feature can be implemented


Production Techniques<br />

Managing teams<br />

• People are most important asset<br />

• Keep team happy to get best work<br />

• Few unhappy employees infect team<br />

• Building team is critical for good game<br />

• Constantly seek better communication<br />

• Communication from top down<br />

• Management, producer, lead, team<br />

• Face-to-face is important


Production Techniques<br />

Motivating teams<br />

• Roles must be defined<br />

• Team view of role must match member<br />

• Provide role-fulfillment resources<br />

• Provide information about role<br />

• Also note impact and significance to team


Production Techniques<br />

Motivating teams<br />

• Cross-training can help build teams<br />

• Engineer spends a day watching an artist<br />

• Artist spends day testing bugs in QA<br />

• Leads to process-improvement suggestions<br />

• Team understands itself better<br />

• Integration of new team members


Production Techniques<br />

Motivating teams<br />

• Team meeting<br />

• Useful way to communicate in person<br />

• Public discussion of concerns<br />

• Answered questions, information<br />

• Social opportunity for team<br />

• Updated deadlines and schedules


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Narrative


<strong>Next</strong>-<strong>Generation</strong> <strong>Game</strong> Narrative<br />

Overview<br />

• Context<br />

• Story design<br />

• Narrative structure<br />

• Documentation<br />

• Cinematics<br />

• Voice acting<br />

• Story integration<br />

• Testing content


Context<br />

Evolution of narrative justification<br />

• What’s happening and why<br />

• Once communicated through packaging


Context


Context


Types<br />

• Brick-and-mortar<br />

• Story-driven<br />

• Open World<br />

Story Design


Story Design<br />

Developer collaboration<br />

• Design: context, scripting<br />

• Audio: sound, voice<br />

• Art: characters, cinematics<br />

• Programmers: AI, engine


Story Design<br />

Parameters<br />

• <strong>Game</strong>play: what happens in-game<br />

• Brand: association with fans<br />

• Marketing: advertisement, features<br />

• Competition: other games, other brands


Narrative Structure<br />

Logocentric vs. Mythocentric


Narrative Structure<br />

Logocentric structure<br />

• Authority: developer<br />

• Experience: scripted<br />

• Design: control<br />

• Ramifications


Narrative Structure<br />

Mythocentric structure<br />

• Authority: player<br />

• Experience: open<br />

• Design: opportunity<br />

• Ramifications


Documentation<br />

Audience<br />

• Designers: scripting, gameplay, integration<br />

• Scripters: placement, action, dialogue<br />

• Audio team: effects, filenames<br />

• Programmers: AI patterns, scripting tools<br />

• Voice actors: dialogue, character, context<br />

• QA testers: integration, execution


Documentation<br />

Screen/Play<br />

• Process: each game different<br />

• Programs: Excel, Open Office Spreadsheet<br />

• Structure: spreadsheet with visible grid<br />

• Format: columns, headings, sorting<br />

• Interaction: members of dev team<br />

www. open office .org


Cinematics<br />

<strong>Development</strong><br />

• Concept: vision for events, lines<br />

• Material: documentation, screenplay<br />

• Storyboards: 2D representation<br />

• Animatics: flipbook, roughs<br />

• Audio: voice acting, sound effects<br />

• Iteration: evaluation, critique


Voice Acting<br />

Planning<br />

• Characters definition<br />

• Voice notes: description, comparison<br />

• Pitch, accent, vocabulary<br />

• Role, status, story arc<br />

• Key moments, memorable lines<br />

• Team relationships, integration


Voice Acting<br />

Planning<br />

• Casting: audio palette, adaptation<br />

• Participation: team members attending<br />

• Schedule: timetable based on lines<br />

• Accuracy: voice acting on or off<br />

• Variation: multiple takes, identical<br />

• Role: specific idea of character


Voice Acting<br />

Recording<br />

• Process: role definition, structure<br />

• Documented specificity of situation<br />

• Researched pronunciation<br />

• Direction: warm-up, character<br />

• Context, momentum, feedback<br />

• Assets: delivery, format, integration


Story Integration<br />

Process<br />

• Scripters require documentation<br />

• Events, actors, sequence, dialogue<br />

• Filename conventions<br />

• Level organization<br />

• Consistent citations and names<br />

• Version control and access


Dialogue<br />

• Interruptions<br />

• Player movement<br />

• Dead speaker<br />

• Retriggered cues<br />

• False awareness<br />

• Dependent cues<br />

Story Integration


Testing Content<br />

Quality Assurance<br />

• Schedule: production, post-production<br />

• Sooner the better, identify problems<br />

• Prototype VO with placeholder<br />

• Revise while cheaper and easier<br />

• Personnel: QA testers<br />

• Dedicated story tester<br />

• Writer, designers, scripters, audio


Testing Content<br />

Materials<br />

• Story documents: dialogue, summary<br />

• Screenplays, spreadsheets, testplans<br />

• Cinematic lists: number, structure<br />

• Character voice notes, bios


Testing Content<br />

Defects<br />

• Classification, severity: low on list<br />

• Dialogue: specific cues<br />

• Cinematics: prerendered or scripted<br />

• Missing cue, wrong cue, interruption<br />

• Inappropriate VO for situation<br />

• Incorrect animation, missing context<br />

• Alternate cue needed


Postpartum<br />

Checklist followed by role-focused plan<br />

• What went wrong or right?<br />

• What was unexpected?<br />

• How did story turn out?<br />

• What was status of story elements?<br />

• Cinematics, dialogue, scripted events<br />

• What resources would have helped?


Thank you for your time!<br />

heather@mediasunshine.com

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