lean game development
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Lean Game DevelopmentSeth Sivak
DISCLAIMER
What is this talk about?
“THEWORD GAME”
Game Design!
Game Developm
ent
What makes games
different?
Game Development is hard
Art + Graphics
Sound + Music
Story
Gameplay
Social Connectivity
Replayability
Controls
Hardware + Platform
Team + Schedule + Budget
There are a lot of moving parts
“30 Seconds of Fun”
“Interesting Choices”
And it has to be fun!
How do we handle
the creative process?
HypothesisDesignBuildTest
AnalyzeIterate
Twitter Logo
Hypothesis – This bird will make a good logo
Design and Build –
Test – “Do you like it?” – “No.”
Analyze – “She didn’t like it.”
Iterate – Try again…
“I like this one.”“I don’t like this
one.”
Less cartoony, more professional
Head back as if ready to sing
Cleaner lines, Simpler
Develop Creative Analysis Skills
Did we achieve the desired outcome?
What caused the final outcome?
What causes the desired outcome in other products?
How can the desired outcome be reached in our product?
How do we build a
game?
Lean Game Development
Concept
Design
Production
Launch
Live Operation“THEWORD GAME”
Metrics vs. Creativity
ConceptKnow the Market &
TeamMarket Research
Competitive Analysis
Team Interest
Travel and Explore
Quest and Story
“THEWORD GAME”
DesignFind the Fun
Bush Mazes
Navigate the maze using the least energy possible
Metal Detector Minesweeper
Use the Metal Detector to save Energy
Memory Puzzle
12
34
Hit the switch to see the pattern
Light them in order to get the Treasure
Swipe words to clear them before time runs out
PLAYTEST
Classic
Improved
Innovative
ProductionBuild the Product
Classic
Im-proved
Innova-tive
ProductionBuild the Product
ClassicIm-
proved
Innova-tive
ClassicImproved
Innovative
Classic
Improved
Innovative
Classic
Improved
Innovative
Innovation requires iteration
PLAYTEST
LaunchTest and Optimize
Price Testing
Progression
Performance
Balance
FTUE
Virality
Prepare for Launch
Predict possible problems, have solutions ready
Understand your metrics, formulate ranges
Model potential outcomes
Determine leading indicators
Practice, Practice, Practice
Launch is a Wave
Alpha
Beta
Soft Launch
Public Launch
Cross Promotion
Marketing
Live OperationUnderstand your
Audience
Product Management Cycle
Feature Week 1 Week 2 Week 3 Week 4 Week 5
Feature 1
Spec Manage Analyze
Feature 2
Spec Manage Analyze
Feature 3
Spec Manage Analyze
Hypothesis Design Manage Test Analyze
HypothesisDesignBuildTest
AnalyzeIterate
Lean Game Development
Concept – Know the Market and Team
Design – Find the Fun
Production – Build the Product
Launch – Test and Optimize
Live Operation – Understand your Audience
Takeaways
Develop Creative Analysis Skills
Find the Fun
Playtest
Prioritize
Prove it
Questions?
Seth@Proletariat.com
@sjsivak
http://bit.ly/sivakGDC2012
Iteration times were long.
1985 1986
And they became longer…
1986 1988
And budgets increased…
It was hard to reach customers
Along comes Games as a Service
And it was a short sales cycle
1 2 3 4 5 6 7 8 9 10$0
$20,000,000
$40,000,000
$60,000,000
$80,000,000
$100,000,000
$120,000,000
AvatarBorderlands 2
Weeks After Release
And longer…
1988 1991
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