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Bring Best Practice to Mobile Game Development WANG Xu Producer @ Ubisoft ShangHai

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 Development WANG Xu Producer @ Ubisoft ShangHai

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  1. Bring Best Practice to Mobile Game DevelopmentWANG XuProducer @ UbisoftShangHai

  2. Title • Click to edit Master text styles • Second level • Third level • Fourth level • Fifth level

  3. Multi-Platforms Development

  4. 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

  5. Let’s try to tell Some Difference • Tools and Pipeline • Production Value • Design and Production Focus • Design Iteration • Management and Communication Overhead

  6. Difference – Tools and Pipeline • Relatively speaking, mobile games enjoy better tools • Console game spare no effort on pushing pipeline to their limits

  7. Difference – Tools and Pipeline

  8. Difference – Production Value Story Atmosphere Characters Unique Flavor Epic Moments Rewards Buzz Polish

  9. 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

  10. 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.

  11. Difference – Design Iteration • We received professional playtest report. • It’s easier to hand over a iPhone to somebody to get his opinion.

  12. Difference – Design Iteration • Be rational to the feedbacks

  13. Difference – Communication Overhead • Agile but Scrum?

  14. Bring Best Practice to Mobile Game Dev • Tools and Pipelines • Design Methodology • Motivation is more important

  15. 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.

  16. 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.

  17. Bring Best Practice to Mobile Game Dev • Tools and Pipelines • Design Methodology • Motivation is more important

  18. 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.

  19. 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

  20. Design Methodology – Stages • Still there are the stages of • Concept • Pre-Production • Production • Launch/Soft Launch • Post Launch

  21. Design Methodology – Concept • Prototype (e.g., with Flash).

  22. Design Methodology – Concept • Prototype

  23. Design Methodology – Concept • Prototype. • Know the game engine.

  24. Design Methodology – Pre Production • Give enough focus to Control, Camera and Character, Sign and Feedback.

  25. 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.

  26. 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.

  27. Design Methodology

  28. Design Methodology – Production/soft launch • Keep thinking of prioritizing and ready to cut features

  29. Bring Best Practice to Mobile Game Dev • Tools and Pipelines • Design Methodology • Motivation is more important

  30. 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)

  31. Q & AWANG XuProducer UbisoftShangHai xu.wang@ubisoft.com

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