Next-Generation Game Development Rafael Chandler KRI April 6 ...
Next-Generation Game Development Rafael Chandler KRI April 6 ...
Next-Generation Game Development Rafael Chandler KRI April 6 ...
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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