Lessons learned from being in Games Production

41
Lessons Learned from being in Games Production Slava Lukyanenka

Transcript of Lessons learned from being in Games Production

Page 1: Lessons learned from being in Games Production

Lessons Learned from being in

Games ProductionSlava Lukyanenka

Page 2: Lessons learned from being in Games Production

Who am I?• FORMER QA• PROJECT Manager at WARGAMING (MINSK)

• TEAM ManageMENT• Processes • DESIGN• PROTOTYPES

• ISTQB / ICP APM / Scrum / BLABLABLA CERTIFIED

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Who am I?

• INDIE DEVELOPER AT NIGHT• D&D MASTER FOR 10 YEARS• GAMEDEV EVENTS ORGANIZER (SOMETIMES)

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Main hero of the StoryPROJECT MANAGERPRODUCER

LEAD DESIGNERGAME DIRECTOR

GAME FACILITATOR o_0

GAME VISIONER

PRODUCTION DIRECTOR

PRODUCT MANAGER

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Main hero of the StoryTHE - ONE - WHO - IS - RESPONSIBLE -

-FOR - DELIVERY - IN - TIME -- WITH - PROPER - QUALIty -

- LIMITED - BUDGET -- AND - FULL - UNDERSTANDING -

- by - Providing - -- service - leadership -- and - ORGANIZING -

- THE - WORK - EnVIRONMENT.

LET’s NAME THE HERO

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TEAM

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Story 1: EFFECTIVE TEAM

PROGRESS:

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Story 1: EFFECTIVE TEAMWe Need STUFF!

PROGRESS:

WOW! AWESOME! EASY-PEASY! SURE, WHY

NOT!

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Story 1: EFFECTIVE TEAMOK! WE NEED

STUFF2!

PROGRESS:

WOW! AWESOME! WELL… HMMM, OK!

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Story 1: EFFECTIVE TEAMIt’s TIME TO

MAKE STUFF3!

PROGRESS:

WOW! AWESOME! HMM… THAT’S

BULLSHIT!NO. IT’s NOT, BECAUSE… OK!

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Story 1: EFFECTIVE TEAMHOW ABOUT

STUFF4?

PROGRESS:

WOW! AWESOME!

WE NEED TO DO STUFF5 INSTEAD

IT DOESN’t WORK!

WHERE IS YOUR

METRICS? LOOK!IT’s NOT

RELEVANT!OK, DO,

WHAT YOU WANT!

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Story 1: EFFECTIVE TEAMSTUFF6?

PROGRESS:

I’m LEAVING!YOU SAID IT

DOESN’t WORK!

I’ll DO STUFF5 instead!

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Why?

Forming

STORMING

NORMING

PERFORMING

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How to avoid?BEFORE:• FIX RESPONSIBILITIES BEFORE the START• BUILD TRUST AND GOOD RELATIONSHIP

IN PROCESS:• REMAIN POSITIVE AND FORM IN THE FACE OF CHALLENGES• Resolve CONflictsRISKY TOOLS:• EXPLAIN THE CONCEPT of TUCKNAN’S CYCLE To THE TEAM• PROVOKE SMALL CONflict

(MAKE THE TEaM to LET OFF THE STEAM)

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Short Story: Big Team

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Short Story: Big Team

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IMPORTANT(!!!)START SMALL, START SMART!

IF YOU DON’T NEED SOMEONE ON FULL TIMEDO NOT HIRE!

DOn’t Let ANYTHING GO!

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PROCESSES

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Story 3: Effective processesWe Need PROCESS! NO LEt’s CODE

INSTEAD! Oh… C’MON!

PROGRESS:

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Story 3: Effective processesWe ARE

LATE! WE NEED

PROCESS!OK! FIne!

I USED SCRUM

BEFORE!Oh NO… AGAIN!

PROGRESS:

Let's TRY!

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Story 3: Effective processes

PROGRESS:

Sprint 1+ -

• blablabla• blablabla• blabla• 42• blablaBla• BLA

Δ

• DID 15/20 STORY POINTS

• WILL DO 25 SP

Sprint 2+ -

• blablabla• blablabla• blabla• 42• blablaBla• BLA

Δ

• DID 15/25 STORY POINTS

• WILL DO 30 SP

Sprint 3+ -

• blablabla• blablabla• blabla• 42• blablaBla• BLA

Δ

• DID 15/30 STORY POINTS

• WILL DO 35 SP

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Story 3: Effective processesWHAT?

!See In

DESIGN DOCS!

HOW it should work?

NO DESIGN DOCS!

WE’re agile!

PROGRESS:

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Why?

USING PRACTICE WITHOUT UNDERSTANDING

PLAN

DO

CHECK

ACT

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Why?

EVEN WATERFALL

DESIGN

CODE

TEST

PLAN

DESIGN

CODE

TEST

PLAN

DESIGN

CODE

TEST

PLAN

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How to avoid?SHARE FRAMEWORK CULTURE, NOT ONLY THE RULES

EXPLAIN DECISIONS

BE FLEXIBLE: IN PROCESSES, OBJECTIVES, METHODS

PROVIDE REGULAR CHANGES

DOn’t STUCK on FRAMEWORK RULES

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Imortant (!!!)

PROCESSES WILL CHANGE AND EVALUATE during THE WHOLE PROJECT LIFETIME

IT’S OK. ACCEPT IT!

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Story 4: Effective Planning2 months

1.5 months

3.5 months

4 months…

1 months

+

+

+

++

RELEASE!RELEASE!

RELEASE!

RELEASE!

RELEASE!

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Why?

if you don't plan you plan to fail

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Why?

RELEASE in 9 weeks!

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Why?

GAMEPLAYGAMEPLAYGAMEPLAYGAMEPLAY

Meta gameplay

Socialization

Integration

• CORE GAMEPLAY - 20%• MeTA GAMEPLAY - 35 %• SOCIALIZATION - 15 %• INTEGRATION - 15%• WTF TASKS - 15%

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Why?

RELEASE in 20 weeks!

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How to avoid?• PLAN and ESTIMATE EVERY TASK

• MULTIPLY Your ESTIMATION BY 3• MEASURE AND ESTIMATE YOUR RISKS

• MEASURE PERFORMANCE EVERY ITERATION• KEEP YOUR PLAN UP TO DATE

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PRODUCTS

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Story 5: Do we need this feature?RIZE PRICES! INCREASE LIFE

TIME!

WE NEED TO INCREASE REVENUE

IT’s TO SLOW! THINK ABOUT

PLAYERS, STUPID!YOU STUPID! YOU!

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Why?

People want to achieve a common goal, but they find each other idiots

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How to avoid?

INCREASE REVENUE

Objective

Getting PLAYERS TO PAY MORE

NEED

Getting players to play longer

NEED

NO CONTENT+

RIZE PRICES

WANT

NEW CONTENT+

DISCOUNT

WANT

CONF

LICT

assumptions

FIND OUT WHICH ASSUMPTION IS FALSE

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EXTRAS

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TIP 1: GAME MANIFESTOCREATE GAME MANIFESTO AND FOLLOW IT:

- THE IDEA- TARGET AUDIENCE- GAME PILLARS- ART STYLE- ATMOSPHERE- SETTING- TARGET AUDIENCE

KEEP IT UP TO DATE

REGULARLY check your DECISIONS on the manifesto

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Tip 2: Everyday I Play

PLAY YOUR GAME WITH EVERY ADDED FEATURE

REMEMBER: THIS GAME FOR YOUR Target audience, NOT (ONLY)FOR YOU

CHECK, IS THIS REALLY WHAT YOU WANT FOR YOUR AUDIENCE?

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Tip 3: Keep talking and nobody explodes

All we need is understanding

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THANK YOU!

Slava Lukyanenka, wargaming.net

E-mail: [email protected]: @Ed_Wing