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GameConnection Paris 2011

GameConnection Paris 2011. Insiders Guide to Video Game Outsourcing. Introduction: Kaj Swift. SEGA Sports Lead Animator Cinematic Director SEGA Studios Lead Animator Cinematic Director Backbone Entertainment Outsourcing Manager. My Role as the Outsource Manager.

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GameConnection Paris 2011

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  1. GameConnection Paris 2011 Insiders Guide to Video Game Outsourcing

  2. Introduction:Kaj Swift • SEGA Sports Lead Animator Cinematic Director • SEGA Studios Lead Animator Cinematic Director • Backbone Entertainment Outsourcing Manager

  3. My Role as the Outsource Manager • Maintain external vendor database • Establish art test and assess vendor strengths and weakness • Draft and negotiate contracts • Set up art pipeline and asset tracking systems • Provide technical and artistic feedback to ensure assets meet studio quality standards • Manage risk and project timelines

  4. Company Background Key Clients and Projects

  5. Foundation 9Entertainment • Foundation 9 is the largest independent developer in the US

  6. Foundation 9Entertainment • Foundation 9 is a collection of five separate studios that share technology and resources.

  7. BackboneEntertainment • Founded in 1992 as "Digital Eclipse", Backbone Entertainment has shipped more than 100 titles

  8. BackboneEntertainment • Backbone Entertainment specializes in developing original and licensed IP for all gaming platforms - licensed sources include comic books, film, television and consumer products.

  9. Video Game Outsourcing Trends Staying ahead of the curve

  10. Current Outsourcing Trends • What Powerful Next Gen Consoles mean to development cycles • China - The 800 Pound Gorilla • How XBLA and PSN are changing the game • Future of Mobile and Social Gaming • Emerging Gaming Verticals

  11. Best sites for staying on top of the business sideof Video Games www.gamasutra.com www.gamesindustry.biz www.next-gen.biz

  12. Popular Consumer Video Game Sites www.g4tv.com www.ign.com http://kotaku.com www.joystiq.com www.gametrailers.com

  13. Who are the Industry Players and How to Connect withThem Breakdown of the Video Game Industry

  14. Getting Your Name Out There • Gamasutra Contractor Listings • Using Linkedin Groups • Newsletters and Articles

  15. Making A Big Impression at Events • GameConnection • Game Developers Conference • E3 • Siggraph • Gamescom • CGC China • China Joy • www.gdmag.com for listings of events

  16. Directories • Game Conference directories • www.g4tv.com/games/developers-a/ • www.gamedevmap.com

  17. Moving Things to the Next Level • Keys to building a strong relationship • When to follow up and what to say • How to be competitive and set yourself apart from the crowd

  18. What to look for in an Outsourcing Partner Standing Out from the Crowd

  19. What makes a high quality portfolio and demo reel Defining the Specialty of the Studio Size of teams Ensuring Network and IP Security Be software compliant Making sure you have clear written and spoken communication & project management skills How to get a glowing reputation How Vendors can put their Best Foot Forward

  20. What to look for in a Video Game Company and/or Project • Track Record • Point Person • High Profile Projects • Flexibility • Prompt Payment

  21. Price Points • Very High $200+ MD (Western Developers) • High $175 - $200 MD (Next Gen) • Mid $140 - $175 MD (Down loadable Content) • Low $110 - $140 MD (Portable and Flash)

  22. Video Game Assets Specialties and Standards

  23. Populating Worlds • Building clean (Quad) geometry. No n-gons • Build within Poly Budgets (Frugal, Good Silhouettes) • Textures – Color, Specular, Diffuse, Normal • Clean efficient lay out of UV’s

  24. Characters Concept Pre-high res modeling in Maya High-res Sculpture Model Low-res in-game mesh and UV’s Texturing Understanding Anatomy Topology of a Next Gen Model

  25. In-Game Animations • Blocking, First Pass, Polish Pass • Timing • Weight • Silhouette • Understanding the 12 Principles of Animation

  26. Cinematics & Composition • Story – Antagonist & Protagonist = Conflict • Understanding color theory • Dynamic Lighting (Key light, Fill light, Rim Light, Background light) • The Rule of thirds • Middle ground ,Foreground and Background • Using Camera angles for more dramatic shots • Pacing and editing tips • It is important to work in Layers

  27. Learn from the Best in Cinematics • Blur Studios - http://vz3.blur.com/ • Blizzard - http://us.blizzard.com • Bioware - www.bioware.com

  28. Concept Art Stages • Thumbnails • Line Art • Value / Lighting Pass • Color Pass • Polish Pass • Understanding Technical Specs

  29. Other Disciplines • Building Levels • UI (User Interface) • Character Rigging • Audio • Engineering • Q & A

  30. Tools of the Trade • Autodesk Maya • Autodesk 3D Max • Adobe Photoshop • Pixologic Zbrush

  31. A Solid Art Pipeline is the Key to a Successful Project • Defining File Naming Conventions • Directory Structures and Mirrors • Asset Tracking Software (TestTrack Pro, Jira, Bugzilla, Hansoft) • Version control (Perforce, Sourcesafe, Alienbrain) • Checklists (Exporting – Delete History, Freeze Transforms and Reset Transforms) • Signing Off (Track Assets in Excel)

  32. Bids, Contracts and Projects Navigating the fine print

  33. The Bidding Process • Art tests • Breaking down asset lists and knowing what questions to ask • Presenting Professional Quotes • Follow Up

  34. Understanding The Fine Print of Contracts • Non Discloser Agreement (NDA) • Request for Proposal (RFP) • Work for Hire Contract (WFH) • Change Order Contract (COC)

  35. Moving forward with the Project • Define the point person • Expectations of Deliverables • Clear e-mail communication • Video conference calls (Weekly or bi-monthly) • Pay attention to details • Setting up database to track asset status • Finish strong

  36. Conclusion Get ready to take your game to the next level

  37. Summary • First I talked about my background and let you know exactly what an Outsourcing Manger does. • Second I went over the major trends in video games and let you know how you can stay on top of them. • Third I talked about who the players are in the game and outsourcing industry and how to get to them. • Forth I gave you some specific tips in what to look for in ideal partners. • Fifth I discussed the different art assets and pipelines involved with outsourcing • Finally I discussed Bids, Contracts and moving forward with Projects

  38. Next:Workshop Section • Next Gen Training • Vendor Case Study • Portfolio and Demo Reel Review • Questions and Answers Session

  39. Kaj SwiftOutsourcing ManagerBackbone Entertainment kswift@backb.com +1(510) 379-2444

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