350 likes | 449 Views
Introduction. Paul Kerby Lead Gameplay Programmer, Gotham Team Gareth Wilson Design Manager, Gotham Team. Presentation Format. Game Overview Design Art Code Production Conclusions Improvements to our process. Game Overview. “Speed and Style” Visually “Next Generation”
E N D
Introduction • Paul Kerby • Lead Gameplay Programmer, Gotham Team • Gareth Wilson • Design Manager, Gotham Team
Presentation Format • Game Overview • Design • Art • Code • Production • Conclusions • Improvements to our process
Game Overview • “Speed and Style” • Visually “Next Generation” • Day 1 launch title XBOX 360 • Average 89% review scores
Production Stats • 2 year development cycle • 67 Bizarre creations staff • 100+ MGS staff • 22,400 cans of Coke. • 281,600 teabags & 9182 pints of milk! • One million air miles!
Software Used • Maya 6, XSI Advanced + Essentials • Visual Studio .NET(C#, C++) • Lua Scripting • Nuendo 2, Pro Tools, Soundforge • Alienbrain, Tortoise Subversion • MS Project 2003, Product Studio & RAID
Design – What went Wrong • Design locked down too late • Lacked detail • Some design areas depended on new technology • Design changes not communicated • Time pressures relating to new hardware
Design – What went Right • Design documentation • Design reacted quickly to technical realities • The right features were trimmed • Microsoft design & balancing support excellent • Core pillars agreed early and stuck to
PGR3 Design Pillars Design Pillars Screenshot
Art – What Went Wrong • Moving to Maya caused an initial dip in production • Build instability caused massive overtime to get level of art polish required • Producing track surface left late in project • Rushed asset production – “too many last minute asset requests”
Art - What Went Right • All content produced on time, despite project issues • Outsourcing used on later stages • Visual detail outstanding • In-car view became a defining feature of the game
Vegas Screen Tokyo Screenshot
Code – What Went Wrong • Hardware dates changed • Early XDK’s sometimes unstable • Documentation neglected • Poor build stability hampered gameplay and art • Tools built from scratch for Maya
Code - What Went Right • MS support excellent • Programmers given specific areas to “own” • Build stabilised at the right time • Once complete, tool chain excellent • All game features flexible and scaleable • Use of scripting invaluable • Coders understood where the “next generation” bar was
Production – What went Wrong • To begin with we failed to realise the complexities of producing HD content • Everybody rushing to the line at the same time • Art and Tech were the focus, sometimes the game was neglected • Milestone targets not communicated well to the team • Programmers could have been scheduled better
Production – What went right • New team members hired at start of project • When an area was late resources were added • Empowerment of team members • Game Balancing process went right • Strong relationship with publisher • Outsourcing used effectively • People looked after in times of stress
Conclusions • We shipped on-time, a day 1 launch title • We were “Next Gen” • We don’t want to do it like that again! • Bizarre is in a prime position for future game development
Pitfalls • Be ambitious but not too ambitious • Assume makes an ASS of U and ME • Ignore the previous generation at your peril! • Do things in the correct order • Unstable builds halt production
Top Five Tips • Be Flexible and Scaleable • Communicate Change • Build Relationships • Reduce moving parts • Prepare team for overtime and look after them!