VisionStatement
''__The genesis__ -'' After working on several solo games and understanding how to go from a concept to its on screen implementation I now need to understand how to manage and work within a large team of people to produce games.
What is the impediment to this? How can I find a way around it?
''***** *****''
''Vision - Problem statement''
What is the Problem?
While there are classes that teach material useful in the making of games there is no set curriculum/track of classes that organizes the material in a manner which steps students through the process of making a game be it solo or as part of a team.
Worse still the field is so young that there are no real long standing Theories or linguistics/Vocabulary to use as a base for communication of ideas.
This Affects who?
Myself and all students interested in game design and development.
Why is this a problem?
When I formally make an attempt to go into the field of game development and establish my own team I run the risk of stalling development and burning money while developing standard procedures and a common terminology for the most basic of tasks leading to a host of scheduling and communication problems.
When an attempt is made to go into the field of game development and join an established team former students may have an initially weak ability to contribute to the team in terms of game design and implementation because of unfamiliarity with the development process.
What constitutes a successful solution?
A standard procedure that covers all aspects from design to development. Basic terminology that precisely conveys the topics and ideas covered in each step of the procedure. Work with a sizable team comprised of the multiple disciples involved in game development to successfully complete a game using the standard procedure.
''Vision - Position statement''
This solution is for what people?
Myself and anyone interested in working in the field of game design and development.
This solution meets what need of those people?
It gives working knowledge of the paths and pitfalls on the procedure needed to conceive, design, and implement a game within the framework of a sizable team. It also demonstrates the paths and pitfalls in how to communicate design ideas with others. Finally it gives an opportunity to take on the various positions inherent to game development in a safe environment not hampered by the need to "keep the lights on", please a publisher, or capture the masses.
This solution comes in what form?
A series of game projects that covers and ultimately combines different aspects of development.
This solution benefits those people how?
It provides a practical and economical approach to acquiring the skill set needed to work as a team in the game development field.
What are alternative solutions for those people?
1. Go straight into an established team and learn as you go.
2. Set out on your own, find funding, and open a studio.
3. Join(make) a group that meets the needed solution instead of building(joining) this one.
What makes this solution better than the alternatives for those people?
1. This solution provides a safe place to learn development skills without the added pressure of a career hanging in the balance. It also provides the demonstrative ability(via the series of game projects) to get a person in the door of an established team in the first place.
2. This solution provides a safe place to learn development skills without the added pressure of running out of funds or employee turnover stemming from frustration and or fear of the company going under.
3. (Join)There is no other group to join. (Make)This group is already staffed with knowledgeable people 6 months strong, supplied with equipment, connected to the departments needed to network with students required to fill other development positions, has demonstrated that a game can be made with the tools on hand, has a concrete game coming down the pipeline, has a set of 3 projects in the works clear through fall 2011, etc.
Project 1: Spring 2011 - Development Process
Conception, Analysis, Design & Implementation Procedure - Step by step listing of tasks and desired artifacts stemming from the completion of said tasks.
Heavy Gameplay Development - Set and understand how each position in this development cycle works. Come to grips with how to program in UScript and get gameplay from an idea to a functional product on screen. Develop methods to clearly communicate ideas. Note what effects the development cycle and what keeps it or stops it from running smooth and on track.
Moderate Map/Level Development - Set and understand how each position in this development cycle works. Come to grips with how to work within the editor to make level maps. Designing level maps around a desired gameplay rule set.
Moderate Audio Development - Set and understand how each position in this development cycle works. Come to grips with how to work within the editor to manipulate audio. Mixing and placing of sounds within a level map. Developing music around a desired level map theme.
Simple story Development - Set and understand how each position in this development cycle works. Simple text based story telling integration
Side note - Leave room for asset swaps.
Project 2: Summer 2011 - Story scenarios
Heavy Story Development - "Linked Scenario" based story telling.
Project 3: Fall 2011 - Assets
Heavy Custom content - character, Item, and vehicle models & animations. Static meshes.
Other Projects:
Combine knowledge from previous projects to work on all following projects.