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Reloaded Productions
APB:R Hallows Eve
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Table of Contents
Company background:............................................................................................................. 5
Project Summary: ......................................................................................................................... 5Project Description ....................................................................................................................... 6
Personnel:................................................................................................................................................. 6Resources:................................................................................................................................................ 6Project Objectives:................................................................................................................................ 7Target Audience:.................................................................................................................................... 7Perception/Tone/Guidelines: .............................................................................................................. 7Communications:................................................................................................................................... 8Competitive Positioning:...................................................................................................................... 8
Scope .............................................................................................................................................. 9In Scope.................................................................................................................................................... 9Out of Scope............................................................................................................................................ 9Scope - Highly desirable...................................................................................................................... 9
Approach ..................................................................................................................................... 10Work Breakdown Structure
...................................................................................................... 11Activity Procedures:............................................................................................................................ 11Pert Chart:............................................................................................................................................... 12Work Breakdown Chart:..................................................................................................................... 13Gantt Chart:........................................................................................................................................... 14
Risk Assessment: ......................................................................................................................... 15Risk Types:.............................................................................................................................................. 15Risk Management Plan:...................................................................................................................... 16Risk Assessment Graph:..................................................................................................................... 17Contingency Plan:............................................................................................................................... 20
Organisation of tasks:............................................................................................................... 21Sprint Plan:.............................................................................................................................................. 21
Management systems: ............................................................................................................. 23Team communication graph:........................................................................................................... 23Client communication management:........................................................................................... 23
Conclusion:.................................................................................................................................. 24
References:.................................................................................................Error! Bookmark not defined.
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Company background:
APB:Reloaded is a free to play PC game currently owned and hosted by
Gamersfirst, with the development team being Reloaded Productions. It was
originally a payed game by Realtime worlds until it was bought by Gamersfirst and
re-released as a free to play. It features open world third person combat where
players can take the side of either criminals or enforcers. Players have the option
to play in a number of districts within the city with weapons and vehicles all while
playing their own personally customized character. APB:R currently makes its
money through a cash shop and premium in which players have the option to
spend money on.
Project Summary:
Gamersfirst holds a number of events in APB:R for different seasons such as
Halloween or Christmas. They are looking to start development on the next
Halloween event. This event will revolve around the theme of Zombies and edit an
existing area of the game to represent the Halloween theme. It will add additional
content to the game including customization for characters and cars and content
that the players can participate in areas of the game. These new additions will
then need to be advertised and promoted on the site through advertisements,
announcements and additional web pages.
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Project Description
Personnel:
Role Responsibilities
Project manager Documentation, project lead.
Designer Design, quality assurance, implementation, balance,
description, documentation, statistics.
Artist Modeling, texturing, rigging, implementation, conceptart.
Coder Coding, prototyping, quality assurance, internal
documentation.
Community Manager Graphical, images, news, announcements, updates,
video creation.
Artist/Designer See above.
The team has extensive past history on working on development for APB. They
have maintained multiple versions of the game as well as creating numerousamounts of content for it. All members have been part of the team existing within
Reloaded productions or hired from the previous developer, Real Time Worlds.
Each individual has had experience in their own role as well as the ability to merge
roles slightly.
Resources:
UDK/UT3 Photoshop Maya/3dsMax Adobe After Effects/Premier ZBrush Recording studio Audio Engineering Desktops and workstations Microsoft Visual Studio
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Project Objectives:
The objectives of the project are:
Give current players new content. Cash shop items. Updated Halloween area. Halloween themed events. New gameplay mechanics. New content.
Target Audience:
APB:Reloadeds target audience is from teenagersto adults roughly 17-35 and is a
mature rated game. The audience is widely varied from people who wish for a
free game, those that enjoy the gameplay of it and other reasons. Others are
drawn for customization elements or the uniqueness of the game due to there
being no other close to its style of gameplay and mechanics. It is a mature game
focused on the gritty crime world of criminals and enforcers while have a way of
creative expression through its creative elements. This event aims to give current
players new additional content for them to experience. It will also provide a way
to entice old players back to the game as well as bring in a number of new
players.
Perception/Tone/Guidelines:
Scary, disturbing, Zombiefied, gory, spooky. Corny, parody, creative, new. Use existing content and mechanics in conjunction with new event and
content.
Information and advertisement should have a spooky yet APB styled tone. Should be out of the normal gameplay but still familiar enough to the
players.
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Communications:
At first minor announcements and sneak peeks will occur to give players an insight
and perk their interest. As time goes on during development new additions to the
web site and further announcements will be made to create hype and advertise
the new content for the event. This will be both in game and on the web site.
Competitive Positioning:
Other games will be hosting Halloween events but the biggest competition is from
other free to play games due to how easy they are to join. The competitors also
aim to bring in a number of players and retain them, trying to get them to buy
items for their game instead. The event should highlight all the good parts of APB:R
while giving something new and unique for the season of Halloween. Its attention
is to draw in players and retain them instead of them going to other games. Once
retained the objective is to get them to spend within the game.
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ScopeIn Scope
The following is deemed in-scope:
Halloween themed content. Cash shop items. In game cash items. Updated district Halloween themed district. New gameplay mechanics. Holiday events. Graphical images to show preview and development. Videos and trailers. New NPC Models Recorded Audio
Out of Scope
The following is deemed out of scope:
Completely new district. Vehicles and vehicle customization. Updated graphical interface.
Scope - Highly desirable
The following has been deemed out of scope but may be revisited if project
timelines allow:
New weapons. Increased amount of clothing released. New NPC Contacts.
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Approach
Task Resource
Planning The whole team.
Design The whole team.
Concept Art Artists.
Creation of 3d assets Artists.
Prototype of gameplay mechanics Coder.
Texturing of assets Artists.
Rigging of Assets Artists.
Recording of Audio Designer and artists.
Implementation of Assets Designers.
Final Coding Coder.
Implementation of Audio Designers.
Final build The whole team.
Deploy to servers and launcher Coder.
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Work Breakdown StructureActivity Procedures:Activity Description Predecessor Week
1 Planning of Content (None) 1,2
2 Planning of Assets and
Mechanics
(None) 2,3
3 Documentation 1,2 3,4
4 Designing of Content 3 5,6,7
5 Designing of Mechanics 3 5,6,76 Designing of Assets 3 5,6,7
7 Modeling of Content 4,5,6 8-13
8 Prototype of Coding 4,5,6 8-12
9 Statistics of new content 7,8 13,14
10 Quality Assurance, 9 15,16,17
11 Recording Audio 3 18,19,20
12 Graphical Images 10 17,18,19
13 Development Blogs 12 17-26
14 Texturing of Content 7 14-20
15 Rigging of Content 7 14-20
16 Editing of Audio 11 20,21
17 Placement of New
assets
14,15 21-24
18 Implementation of
audio
16 21,22
19 Ingame Documentation 17 23,24
20 Final Build 10 18- 23
21 Quality Assurance 2 20 23,24,25
22 Video Creation 20 22-26
23 Announcements (None) 17,22,24,26
24 Deploying New Patch 21 25,26
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Pert Chart:
APB:R Hallows Eve
Planning of ContentPlanning of Assets
and Mechanics
Documentation
Designing of
content and
concept art
Designing of
mechanicsDesigning of Assets
Modelling of
ContentPrototype of Coding
Statistics of new
cotnent
Texturing of content
Rigging of Content
Placement of new
assets
Quality Assurance
Recording Audio
Gra phical Images Development Blogs
Editing AudioImplementation of
Audio
In Game
Documentation
Final Build Quality assurance 2Video Creation
Announcements
Deploying New
Patch
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Work Breakdown Chart:
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Gantt Chart:
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Risk Assessment:
Risk Types:Physical:
Employee sickness will cause a loss of time and heavier work loadon other members of the team.
General Injury. OH&S risks. Damage to computers, cables and other physical spaces.
Scheduling: Interruptions and delays in work days. Scope creep. Loss of time. Workload too much for time scheduled. Increase in work time. Decrease in designated work time. Communication delays.
Technical:
Virus. Computer and other technical malfunction. Excessive bugs. Long quality assurance. Power outage. Loss of internal server. Other technical delays.
Financial:
General injury/illness. Replacement of computers. Lack of funding. Lack of income from product. Loss of jobs and/or business shutdown.
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Risk Management Plan:Physical:
Prepare for general sickness and injury around the workplace and tryto avoid it.
If illness occurs try to take home work or evenly spread work load.Also avoid coming in contact with other team members to avoid
spreading illness.
If any damage to computers occurs it should immediately bereported and replaced as soon as possible.
Scheduling:
Avoid any delays in schedule. If delays occur extra time may needto be used but any overtime should be kept to a minimum.
Stick to documented content and plans. The first core weeks ofcontent creation are to avoid any scope creep further down the
project timeline.
If workload is too much for the time scheduled there may need tobe cuts in scope to keep the timeline in check and project released
on time.
Technical:
All technical issues should be reported immediately. If this includesviruses the computer should immediately be unplugged,
quarantined and temporarily replaced.
Excessive bugs further down the timeline within quality assurancecan be minimized by constant checking throughout the project and
internal documentation.
The loss of the internal server would be a major setup. All data shouldbe backed up in numerous places.
Financial:
Financial delays or interruptions would be a failure to the project.However this is unlikely due to publisher background and good
patch track record.
Other failures like technical and physical can cause a loss infinancial due to needing replacements and loss of team members.
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Risk Assessment Graph:Likelihood
Impact Rare 5 Unlikely 4 Possible 3 Likely 2Almost Certain
1
Catastrophic 1 Moderate Moderate High Critical Critical
Major 2 Low Moderate Moderate High Critical
Moderate 3 Low Moderate Moderate Moderate High
Minor 4 Very low Low Moderate Moderate Moderate
Insignificant 5 Very low Very low Low Low Moderate
Critical A serious hazard that must be attended to immediately.
High A Hazard that should be dealt with as soon as possible.
Moderate A hazard that requires attention as part of regular preventative maintenance.
Low A hazard that should be dealt with as part of regular preventative maintenance.
Very low A hazard to be dealt with as part of general housekeeping.
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Physical:
IMPACT LIKELIHOOD
Employee sickness 3 3
General Injury 5 4
OH&S risks 4 4
Damage to computer, etc 4 4
Scheduling:
Interruptions and delays 2 5
Scope creep 2 4
Workload 3 4
Increase work time 3 4
Decrease in designated
work time 2 4
Communication delays 3 5
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Technical:IMPACT LIKELIHOOD
Virus 2 4
Technical Malfunction 2 4
Excessive bugs 2 3
Long quality assurance 3 3
Power outage 1 5
Loss of internal server 1 5
Other technical delays 4 4
Financial:
General injury/illness 4 3
Replacement of computers 4 4
Lack of funding 1 5
Lack of income from
product 2 4
Loss of jobs, etc 1 5
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Contingency Plan:Event Resource
affectedCriticality Preventative
measureContingency Responsibility
Virus All
computers,
internal
server,
data.
Moderate. Constant virus
scans. Dont
open any
emails without
a scan. Listen
to ITs
commands.
Remove all
connections
from the
computer and
give to IT to
quarantine.
Request a
replacementand setup to
continue work.
All team
members.
Illness Other team
members,
schedule,
work.
Moderate. Keep illness in
check and
report any
illness.
If a member
becomes sick
they should
remove
themselves from
the workplace
to not spread it.
If possible take
home work aswell as notify
team members.
All team
members.
Loss of
internal
server
All data
and ability
to work
efficiently,
internet
connection,
data
access.
Moderate. Virus
protection.
Regular
maintenance.
Data backups.
All data should
be backed up in
multiple places
allowing work to
continue while
the server is
fixed. Data will
need to bephysically
moved around
which cause
some delays but
still will allow
work to
continue.
All team
members.
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Organisation of tasks:
Sprint Plan:
Sprint 1:
The first sprint primarily consists of planning, design and documentation before
work commences. This will include planning out what content needs to be
created, mechanics and assets. All of this will be documented as to avoid scope
creep and used as a checklist styled approach. This planning will consist of thewhole team planning out everything that needs to be done for the whole project.
Sprint 2:
The second sprint will consist of prototyping the first build to allow for quality
assurance. This will consist mostly of building models that arent completed but
usable for the build for testing purposes. Coding will need to be at a prototype
level and designers must have every detail about items and assets worked out
and implemented. At the end of this sprint quality assurance will take place and
balance any assets needed ready for the next sprint.
Sprint1:Planning and
Design
Sprint2:Prototyping
Sprint3:Mid-
creation
Sprint4:Final build
Sprint1:Completed
Sprint2:Prototyping
Sprint3:Mid-
creation
Sprint4:Final build
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Sprint 3:
This sprint consists of aiming to reach the final build stage and finishing most tasks.
This includes texturing and rigging models to a final stage, finalizing code to a final
build and recording and implementing audio. All assets will be finalized andimplemented. Quality assurance will happen again at the end of the sprint to test,
balance and make sure every detail is at a playable stage.
Sprint 4:
This is the final sprint and includes deployment of the patch. The final build should
reach a polished stage and be deployed to the launcher for download. The
majority of the focus in this sprint is on polishing the project, final balancing andquality assurance and a focus on news, announcements and visual to advertise
the event.
Sprint1:Completed
Sprint2:Completed
Sprint3:Mid-
creation
Sprint4:Final build
Sprint1:Completed
Sprint2:Completed
Sprint3:Completed
Sprint4:Final build
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Management systems:Team communication graph:
Reloaded productions
Head
Project Lead
Community
Manager DesignerArtist Coder Artist/Designer
Client communication management:The majority of communication with players and the community will be through
announcements, forums and development blog. The community manager willneed to create a number of media and forms to announcement and keep
players in touch with the project. There is to be major announcements on the
website and constant updates on the development blog. It is also advised to
create forum threads and set automatic in game announcements of the
upcoming event. All team members are advised to informally discuss the event on
the forums to try and connect with the player base.
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Conclusion:
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