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2. Topics. Introduction to Project ManagementProject SchedulingRisk AnalysisAnimation ProcessGame Development Process. 3. Project. Dictionary DefinitionA task or scheme that requires a large amount of time, effort, and planning to complete, EncartaA planned undertaking, Merriam-WebsterA speci
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1. Managing Multimedia Projects Carleton School of
Information Technology
IMD-4901
Senior Project
2. 2 Topics Introduction to Project Management
Project Scheduling
Risk Analysis
Animation Process
Game Development Process
3. 3 Project Dictionary Definition
A task or scheme that requires a large amount of time, effort, and planning to complete, Encarta
A planned undertaking, Merriam-Webster
A specific plan or design, Merriam-Webster
Focus on Activity, Plan, and Objective
4. 4 Distinguishing Characteristics Non-routine tasks
Limited time
Different specialties
…
Examples?
5. 5 Management Tasks Planning – deciding what is to be done;
Organizing – making arrangements;
Staffing – selecting the right people for the job, etc.;
Directing – giving instructions;
Monitoring – checking on progress;
Controlling – taking action to remedy hold-ups;
Innovating – coming up with new solutions;
Representing – liaising with users, etc.
6. 6 Management Problems Poor estimates and plans;
Lack of quality standards and measures;
Lack of guidance about making organizational decisions;
Lack of techniques to make progress visible;
Poor role definition – who does what?
Incorrect success criteria.
7. 7 Planning Effectively schedule, allocate, use, and replace resources to achieve goals
Master schedule is the basic tool and main output of planning
Project control is based on comparing the progress with schedule
Planning and scheduling are dynamic
8. 8 Reluctance to Planning Takes too much time and cost
Preventive action
Long-term payoff is greater than short-term cost
Too tedious (mental activity)
“Thinker” and “doer”
Ego (shoot from the hip)
Not realistic
9. 9 Effective Schedule Understandable
Sufficiently detailed
Highlighting critical tasks
Flexible
Based on reliable estimates
Conform to available resources
Compatible with other related projects
10. 10 Developing the Schedule Defining objectives
Attainable, definitive, quantifiable, with specific duration
Breaking down the work
Sequencing the activities
Estimating costs and durations
Reconciling with time constraints
Reconciling with resource constraints
Reviewing
11. 11 Work Breakdown Structure WBS is a hierarchical representation of a process or product or both (hybrid).
WBS can be shown in a tree graph or as an indented list
A decimal numbering to label the elements
e.g. 4.1.2 is the 2nd element of the 1st element of the 4th
12. 12 Tree Graph WBS for ATC
13. 13 Indented List WBS for ATC 0.0 Air Traffic Control (ATC) System
1.0 Project Management
2.0 Software Engineering
2.1 Requirement Engineering
2.2 Design
2.3 Coding
2.4 Test
3.0 Operations
4.0 Product Assurance
4.1 Quality Assurance
4.2 Verification and Validation
14. 14 Notes on WBS “Rolling wave” approach
First top levels
Gradual completion
Keep partitioning into 7?2 elements
Make sure about numbering scheme
Top-level zero or one, …
Work package specification for lowest level entries (info, completion, …)
15. 15 Sequencing Scheduled Activities Interrelationship among activities
Milestones and Gantt charts are most common
Gantt chart also shows the relationship between work load and time
Full-wall method gives a global view
Precedence networks are used for larger projects
Critical Path Method (CPM)
Program Evaluation and Review Technique
16. 16 Milestone Chart Deliverable + scheduled time
Simplest scheduling method
Small projects or summary of larger ones
Ease and minimal cost
No interrelationships exhibited
Only completion dates
Not enough feedback
17. 17 Gantt Chart Gantt or Bar chart used more frequently
Suitable for less than 25 activities
Graphical display of start/end times
Shows overlapping activities easily
CPM or PERT may translate to Gantt
Estimation of resource and budget vs. time
18. 18 Gantt Example - 1
19. 19 Gantt Example - 2
20. 20 Project Plan - 1 Title page with
Signature box
Change history
Table of contents
List of figures
List of tables
21. 21 Project Plan - 2 Description (general idea)
Objectives (artistic and technical)
Deliverables (documents and non-docs)
Resources and team structure
Scheduling info (tasks, WBS, milestones, etc)
Risk analysis
Change control policy
Quality control policy
22. 22 Effective Project Control Detailed planning
Deliverables and measurable milestones
Communication
Tracking (money, time, resources, tasks)
Reviews
Signing-on
Reasons for poor control?
23. 23 Milestone Analysis Actual vs. estimated effort and schedule
Re-schedule
Scheduling training
Review tasks
Quality monitoring
Review test procedure
More tests
Risk-related monitoring
24. 24 Risks “Anything worth doing has risks. The challenge is not to avoid them but to manage them.”
Risk Management: an attempt to minimize the chances of failure caused by unplanned events.
Risks are events or conditions that may occur, and whose occurrence, if it does take place, has a harmful or negative effect.
Defects are not risk. They are almost certain.
Risks are probabilistic events.
25. 25 Example Computer show
Power failure
UPS
Generator
Power company guaranty
Risk management entails additional cost.
If risky event does not happen, the cost is not wasted !
People tend to ignore risks.
26. 26 Basic Concepts Risk exposure (impact/factor)
RE = P(UO) ? L(UO)
RE: risk exposure
UO: unsatisfactory outcome
P(UO): probability of UO
L(UO): loss due to UO
UO varies for customers, users, developers, and managers.
27. 27 RE-based Decision Tree Consider different possibilities and calculate RE for each.
Example: software critical error (CE)
P(UO) = 0.4
L(UO) = $20 M
Two options:
Hire an independent verification and validation (IV&V ) team ($500K)
Use development team
For each:
Find CE (probability: 0.36 and 0.3)
Do not find CE (probability: 0.04 and 0.1)
No CE (probability: 0.6)
28. 28 Risk Management Risk Assessment
Identification
Analysis
Prioritization
Risk Control
Planning
Resolution
Monitoring
Correction (usually considered part of monitoring)
29. 29 Risk Identification Use checklists, comparison, decomposition, …
Top software risk items
Personnel shortfalls
Unrealistic schedules and budgets
Developing the wrong functions and properties
Developing the wrong user interface
Continuing stream of requirements changes
Shortfalls in externally furnished components
Shortfalls in externally performed tasks
Real-time performance shortfalls
30. 30 Risk-Management Techniques Personnel shortfalls
Top talents, job matching, team building, training
Unrealistic schedule and budget
Detailed estimation, incremental dev., reuse
Developing wrong functionality
Prototyping, analysis, user participation
Requirements changes
High change threshold, information hiding, incremental development
External jobs
Benchmarking, inspection, compatibility analysis
31. 31 Risk Mitigation A risk becomes a problem when “risk factors” cross a threshold, as defined in plan. Two types of planning!
Action planning
Prevention, Immediate response
e.g. training
Contingency planning
Correction, When needed
e.g. use of extra resources
32. 32 Typical Multimedia Projects Animation production
Feature film
Animated short
TV commercial
Game development
3D vs 2D
Choice of platform (console, pc, web, …)
Web design
33. 33 Animated Images
34. 34 Persistence of Vision Peter Mark Roget (1825)
image, after-image, next image
5 sec “sampling” interval
20 frames per second
Visual “mistakes”
Wrong direction for wheel
Continuous motion
35. 35 Animation? From Latin verb, animare, “to give life”
Frame-by-frame, illusion of movement
Norman McLaren:
“Animation is not the art of drawings that move, but rather the art of movements that are drawn.”
Flipbooks and moving pictures
As early as 70 BC
36. 36 Pioneers Charles-Emile Reynaud (1844-1918)
Pauvre Pierrot (1892) by Theatre Optique
George Melies (1861-1933)
Le Livre Magique (1900), visual effects
J. Stuart Blackton (1875-1941)
Humorous Phases of Funny Faces (1906)
Winsor McCay (1867-1934)
Gertie the Dinosaur (1914)
37. 37 Disney Walt Disney Productions (1923)
Experimental abstract animation in Europe
Hyper-realism
Move and live like “real” figures
Same physical laws
Exceptions (staying float!)
Relationships and behavioural tendencies
Conservative content ?
38. 38 3D Computer Animation 1950s and 1960s
Early computer technology
1970s
2D and 3D computer graphics in movies
1980s
Luxo Jr, first 3D animation (1986)
1990s
Babylon 5 and Toy Story, 1st TV series and movie
2000s
Elephants Dream,1st open movie (2006)
39. 39 Sample Project Types 90-min Feature Movie
15-min episode in weekly TV series
10-min visual effect in live-action movie
5-min short
2-min online animation
30-sec segment for TV show
15-sec TV commercial
40. 40 Team (TV Commercial) Creative
Producer
Creative director
Art and animation directors
Copywriter
Production
Production manager, animation supervisor, tech directors, tech assistant, artists
41. 41 Team (Feature Film) Creative
Director
Producer
Art and visual effect directors
Scriptwriter and storyboard artist
Administrative
Executive producer
Production manager and assistant, directors of finance and post-production, accountant
42. 42 Team (Feature Film) Production
Visual effects group
Producer, supervisor, editor, etc
Animation group
Modeling and lighting group
Tech support group
Digital compositing and post-production group
43. 43 Team Size (A Bug’s Life) Animation – 61, Lighting – 40
IT – 33, Modeling – 31
Crowd and effects – 27, Art – 26
Post-production – 26, Editorial – 22
Executive/supervising – 23
Production – 21, Layout - 19
Rendering software dev – 19
Shading – 19, story – 19
Camera – 12, rendering - 12
44. 44 Traditional Process Development
Pre-production
Production
Post-production
45. 45 Development Visual development
Characters, props, locations, style
Writing
Script
Series bible
Pilot script
Production script
Drafts and final
46. 46 Production Plan Delivery date and schedule
Format, length, and technique
Complexity analysis
Crew plan and roles
Budget and payments
Contingency
47. 47 Pre-Production Design and art direction
Visual style guide
Voice track
Casting
Songs and sounds
Storyboarding
Timing
Story (Leica) reel and animatics
48. 48 Storyboard Functions Conceptualization
Visual thinking
Key moments
Flow and transition
Detail, composition, and aesthetics
At least one detailed image for each scene
Logistics
49. 49 Storyboard Example
50. 50 Storyboard Example
51. 51 Animatics Animatics refers to a video representing storyboard images.
The key point is “duration”.
Camera “moves” from one key frame to another.
In digital version, the software displays images using a defined timing
Adobe After Effects
52. 52 Leica Reels From early character animation
Pencil tests filmed by a cheaper camera (German Leica)
Two additional elements are added
Sound track
Test footage
Wireframe 3D, for example
53. 53 Digital Production - 1 Design
Modeling
Rigging or kinematics
Skinning
Surfaces
Environment
54. 54 Digital Production - 2 Staging/workbook
Refined reel with cinematography, staging, and timing details
Animation
Camera movement
Lighting
Effects
Rendering
55. 55 Camera Types of camera
Orthographic
Perspective (projecting every point toward camera until intersecting the image plane
Pyramid (cone) of vision
Point of view (POV, camera)
Point on interest (POI, object)
Line of view
56. 56 Pyramid of Vision
57. 57 Clipping Planes Perpendicular to line of sight
Far clipping plane
Yon plane
Most distant
Near clipping Plane
Hither plane
Closest
58. 58 Camera Shots
59. 59 Camera Lenses
60. 60 Camera Moves
61. 61 Lighting Types:
White light
Coloured light
Tinted light (low saturation, high brightness)
Sources:
Point (omni-directional, omni); in all directions
Spot; cone and fall-off factor
Infinite; so far the rays seem parallel
Area/Linear; e.g. fluorescent tube
Ambient; even distribution through scene
62. 62 Basic Components of Colour Position and orientation
Colour and intensity
Decay and fall-off
Beam angle
Glow and cone of light
Global vs. local
Shadows
63. 63 Basic Light Positions
64. 64 Post-Production Image retouching
Tonal range and filtering
Image compositing and blending
Image sequencing
Colour grading
Music and sound mixing
65. 65 Output Pixel, colour, and time resolution
Image format and compression
Aspect ratio
Video format
File
Signal
66. 66 What’s a Game? Creative expression
Art
Beauty?
Entertainment
Non-interactive
Games (or playing environments)
Goal (excludes toys)
Competition (excludes puzzles)
Attack?
Fun?
67. 67 Some Milestone Games Space invaders: 1st videogame hit
Pac-man: fine tuning existing ideas
Star raiders: 1st 3D space combat
Wing Commander: cut scenes
7th Guest, FF, MGS: video cut scenes
Half-life: integrated cut scenes
SimCity/Sims
Doom/Quake: immersive 3D engine
Civilization
68. 68 Students’ Picks! Good
Blades of Steel, Civilization, Deus Ex, Diablo2, Fable, Far Cry, Grim Fandango, Halo, K.O.T.O.R, Master of Orion, MGS, MYST, Penguins, Prey, Super Mario (64 and Kart), Tetris, Tomb Raider, Unreal Tournament 2004
Bad
DaVinci Code, SimTower, CSI, Heart, L.O.T.R, Quake, Space Invaders, MGS, …
69. 69 Game Development Team
70. 70 Game Producers External
From publisher
Internal
From development company
aka project manager or director
Assistant
Assets, daily tasks (builds, backup, etc), screenshots, PR, checking milestones, paperwork, etc
71. 71 Design Team Game designer
Play a lot of games!
Use demos and reviews, look around, chat, etc
Level designer
Very new field of work (job def.?)
Writer
Not a linear medium!
Not dialog-based
72. 72 Programming Team Tech lead
Programmers
AI and Logic
Physics
Tools, DB, network and multi-player
Graphics effects, sound effects, weapons
Scripting languages
73. 73 Art Team Art director
Artists
Concept
Character modeling
Background modeling
Animation
Texture
Sound, etc
74. 74 Externals Music
Voice
Sound effects
Video
Motion capture
Language localization
Legal, manual, etc
75. 75 Development Lifecycle Concept development
Pre-production (proof of concept)
Development (production)
Test (alpha and beta)
Release (after code freeze)
Maintenance
Upgrade
76. 76 Concept Development Summary (aka high concept)
Pitch (aka proposal or concept doc)
High concept
Genre
Gameplay
Features
Setting
Story
Target audience
Platform
Estimated budget and schedule
Competition
Team
Risk Analysis
77. 77 Pre-Production Project plan
Design documents
Game design
Technical design
Art bible (style guide)
Art production plan
Prototype
78. 78 Production Similar to design and implementation phases in software development.
Design doc is Requirement doc!
Lifecycle models
Waterfall
Modified waterfall
Iterative
Rapid iterative prototyping
XP, Agile, etc
79. 79 Testing Gameplay functionality
Unit/character functionality
Story progression
User interface
Sound and music
Compatibility
Gold master/final checklist
80. 80 Test-related Versions Alpha
Features and assets
Expected bugs
Closed Beta
No severe defects (crash-bug)
Open Beta
Public access for test
Release
81. 81 Publishing Public relations (PR)
Marketing
Sales
Stores
Distributors
Original Equipment Manufacturer (OEM)
Promotion
82. 82 Tracking Production Transparent process
Accessible and complete documentation
Meetings
People, subject, date/time/location, preparation, agenda, discussion, actions, signing, filing
Reports
Recording actual vs. estimated
83. 83 References Producing Animation
C. Winder and Z. Dowlatabadi
Focal Press, 2001
Art of 3D Computer Animation, 3e
Isaac V. Kerlow
John Wiley & Sons, 2004
Game Design, 2e
Bob Bates
Thomson, 2004
Game Producer’s Handbook
Dan Irish
Thomson, 2005