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Bring Best Practice to Mobile Game Development WANG Xu Producer @ Ubisoft ShangHai. Title. Click to edit Master text styles Second level Third level Fourth level Fifth level. Multi-Platforms Development. Mobile Development – Will Not Discussed. India Game Development
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Bring Best Practice to Mobile Game DevelopmentWANG XuProducer @ UbisoftShangHai
Title • Click to edit Master text styles • Second level • Third level • Fourth level • Fifth level
Mobile Development – Will Not Discussed • India Game Development • Game directly ported from its Web/SNS version • Re-skinned, straight copying games • Pirate games • Practice of bringing social elements to mobile game
Let’s try to tell Some Difference • Tools and Pipeline • Production Value • Design and Production Focus • Design Iteration • Management and Communication Overhead
Difference – Tools and Pipeline • Relatively speaking, mobile games enjoy better tools • Console game spare no effort on pushing pipeline to their limits
Difference – Production Value Story Atmosphere Characters Unique Flavor Epic Moments Rewards Buzz Polish
Difference – Design and Production Focus • Mobile • Creativity games(idea) still dominate the dashboards. • Game balance works as barrier of new comers thus is the priority • Flexible and agile design/production process
Difference – Design and Production Focus • Console/PC/Handheld games • Systematic the game design, game loop, game mechanism game flow… • Try to find the recipe of creativity and innovation. • Give enough focus to 3C, sign and feedback. • Heavy design/production validation process.
Difference – Design Iteration • We received professional playtest report. • It’s easier to hand over a iPhone to somebody to get his opinion.
Difference – Design Iteration • Be rational to the feedbacks
Difference – Communication Overhead • Agile but Scrum?
Bring Best Practice to Mobile Game Dev • Tools and Pipelines • Design Methodology • Motivation is more important
Best Practice – Tools and Pipeline • Keep checking and improving the pipeline make sure nobody in the team will need to wait for another people if he wanted to see his modification in the version.
Best Practice – Tools and Pipeline • Automate the version checking and making process. • Everyone in the team should be able to download the most recent version (the CL 5 minutes ago included) to his mobile phone through WiFi.
Bring Best Practice to Mobile Game Dev • Tools and Pipelines • Design Methodology • Motivation is more important
Design Methodology – Perspective • Keep the practice of designing the core game play for First Playable Presentation (aka. vertical slice) • For F2P game, always review it from the perspective of 1st 30 minutes’ player experience.
Design Methodology – Validation • Strive for a lightweight design validation process, but to play fair, you have to convince them with somethingplayable every 2 weeks at least
Design Methodology – Stages • Still there are the stages of • Concept • Pre-Production • Production • Launch/Soft Launch • Post Launch
Design Methodology – Concept • Prototype (e.g., with Flash).
Design Methodology – Concept • Prototype
Design Methodology – Concept • Prototype. • Know the game engine.
Design Methodology – Pre Production • Give enough focus to Control, Camera and Character, Sign and Feedback.
Design Methodology – Pre Production • Insist to have reviewable version everyday. • Insist to make it real data driven at least for top 2 more important features • Never believe a feature will be polished/graphic will be good/FPS will be improved but only in last month.
Design Methodology GPP IntegrateTags Test Instruments Results Designer Design Intention Playtests Results Analysis Survey Observation Grid Playtest team • Play tests don’t always tell the truth.
Design Methodology – Production/soft launch • Keep thinking of prioritizing and ready to cut features
Bring Best Practice to Mobile Game Dev • Tools and Pipelines • Design Methodology • Motivation is more important
Best Practice – Motivation Still Works • For mobile project • Clear objective • Everybody understand and agree with it • Build the communication, everybody contribute their idea on game design. • Dan Pink: The puzzle of motivation (on TED)
Q & AWANG XuProducer UbisoftShangHai xu.wang@ubisoft.com