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By Charles London
Gamasutra
[Author's Bio]
September 3, 2002

Time Estimation and Cost Modeling

Style Matching and Cross-Team Consistency

Project tracking and Team Management

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This feature originally appeared in the January 2002 issue of Game Developer magazine




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Features

Keeping Up with the Sims:
Managing Large Scale Game Content Production

With project budgets in the multiple millions of dollars and virtually no margin for error, more and more development teams are under tremendous pressure to come out on top of the entertainment software market's cutthroat competition. No team manager wants to contemplate dropping the ball when creating the vivid graphics necessary to help make a game a success. Electronic Arts' The Sims franchise is an excellent example of this pressurized situation. With recordbreaking sales on its initial release of The Sims, as well as the subsequent successes of the expansion packs The Sims: Livin' Large and The Sims: House Party, EA had a lot riding on the success of its content generation strategies.

Much of The Sims' appeal is due to the very same element of the game that presents one of EA's strategic production challenges: the sheer number of highly detailed, technically complex objects that populate its game world and provide interaction for The Sims, the little creatures that are at the core of this unique world. Designing, specifying, engineering, and troubleshooting these objects is no small amount of work; EA counts on balancing that effort by send ing the actual production of much of the sprite art assets for these objects out of house. New Pencil has been the studio charged with delivering on EA's demanding vision for these critical assets, from providing auxiliary production capacity on the original version of The Sims to the creation of most of the sprite assets on later expansion packs, such as the recently released The Sims: Hot Date.

This article highlights the critical issues that govern the highvolume asset production needed for today's most demanding games and some of the techniques upon which New Pencil has relied to create the artwork for The Sims franchise. These principles were developed at New Pencil and at Maxis over the long association between the two studios, and New Pencil has found these techniques to be fundamentally good practices. Although New Pencil uses these principles to provide highvolume content outsourcing services, they can be employed by any internal development team with excellent results. If you are in the position of managing this kind of production capacity, there are some things you are going to need to consider.

As New Pencil developed its systems over repeated contracts with Maxis, four strategic targets emerged that helped us generate a large body of game content on time and on budget while still holding quality as the uppermost value: time estimation and cost modeling, style matching and crossteam consistency, asset staging, and project tracking and team management.

These four fundamentals are cornerstones of a solid production foundation. Omit one, and your production may collapse. Let's take a closer look at what each target entails.

Time Estimation and Cost Modeling

No project is going to be delivered on time and looking great without good projections of how long each asset will take to make and how much it will cost to make it. Too often, teams stop short and focus exclusively on the underlying technical issues that support time estimation without going to the next step. This is especially true when work is being done internally, where budgets often deal with large numbers of assets as a group line item such as "animations."

The reason for doing these projections goes beyond just wanting to hit a budget and a timeline; it goes to the deeper issue of quality. Good time projections allow you to reserve buffer time for extra polish, integrate new techniques, and create tailored resource plans to handle special concerns in the production without having to rush too fast or cut too many corners on the look of any asset.

Once the time estimates are in place, it is then possible to institute good cost models. A solid cost model allows internal teams to make the best use of their budgets and outsourcers to defend their profit margins, which in turn allows them to be more flexible and serviceoriented toward their clients. It seems easy just to take the average time you think an asset will require and multiply that by the number of assets. At that point, you need to then add 20 percent right away as a rule, as a rough stab at accounting for the unknown developments that are sure to occur. No seasoned client or production manager, however, wants to depend on that kind of superficial analysis; he or she knows that there are far too many efficiencies to be found and dependencies to be contended with for any such simple formula to reflect reality. In order to develop a more indepth cost analysis, we focus on the following three general areas: the pipeline, the approval process, and the aesthetic target.

The place to start in developing good time estimates is the pipeline. Time estimates need to be based on a pretty solid production pipeline, or else they are meaningless. This is not to say that a pipeline can't be upgraded or amended during production, but unless the baseline is well understood by everyone who is going to use it, those upgrades cannot be evaluated for their impact on the schedule. Begin by posing a few questions about the pipeline: Who are the experts in the use of the pipeline, and is there access to those individuals? If assets have already been through production on this pipeline in the past, what were the timeframes associated with them? What technical taboos or requirements are there in the creation of the assets, and are they documented? How modular is the pipeline? If an error has been made somewhere during production, how far back in the creation must the artist regress to bring the asset up to specification?

We relied successfully on Maxis to provide instruction and support on their homegrown export tools and worked to make sure the pipeline that we set up at New Pencil was as close as possible in implementation to the pipeline at Maxis. The Sims ' sprite pipeline was well developed before Maxis went casting for a contract house to expand their capabilities. Just as importantly, Maxis worked hard to ensure that New Pencil had access to its experts who had the inside track on how the pipeline really worked. Maxis had clear expectations as to how modifications were to be made to assets and at which point in the pipeline each asset should be modified. New Pencil also had a team with a long history of working together, which is a huge plus when developing time estimates. Many new studios or teams are forced to rely on experiences with other teams that may not reflect their actual present skill sets, exposing them to potentially large errors in time estimation. As a result, New Pencil had a high level of confidence in estimating the time the average basic asset would require, excluding revisions.

Understanding the approval process and the approval team is the next most important factor. Are the members of that group in good communication with each other? Are the list of reviewers involved in regular critiques of the submissions restricted to only those with clear responsibility for the final result? Is the review group casting a wellaimed net to garner feedback from other individuals with influence on the product's future, such as marketing or the publisher? Is there someone on the review team whose task is to manage the review team to timely consensus and with the freedom to make a command decision when the team is at loggerheads? Is there a clear progression of stages that an asset will pass through to avoid changes to previously approved work? Can the art team expect to receive feedback from the reviewers in a timely manner? Is there a general aesthetic vocabulary in use by the reviewers, and is the art team conversant with it? In the case of The Sims, we were able to answer yes to all of the preceding questions about the review process due to the amount of preproduction work that Maxis had done, its own existing production pipeline, and the closeknit nature of its team leadership. If the answer that you get to more than one of these questions about your approval process is "no," or if the questions cannot be answered at all, get ready for rising costs. Sadly, it's easier to say that the costs will rise because of a faulty approval process than it is to say by how much, but a good rule of thumb is to multiply the costs associated with any existing approval process by 1.5 when there is risk of multiple iterations.

For internal development teams, calling attention to this cost inflation, if done diplomatically, can be a useful way of generating the leverage at higher levels of the company to address the problems within the team that underlie the approval process's instability. No executive wants to see money being thrown away because there are questions about how solid the review team is. For outsourcers, this is a more dicey proposition. Ideally, if your relationship with your client is solid, you can consider a gently candid conversation about your concerns.

If the relationship is not that strong, you're left with few options besides simply charging more for the work in order to reduce your exposure to these higher costs. However, in the bargain, you're also throwing away your competitive edge. In any case, make sure the contracts that you sign clearly state time limits and the format of feedback so that you can protect yourself. It's no substitute for being able to help the partnership address reviewrelated challenges, but it may help you avoid eating too many revisions.

Having a clear progression of stages for the assets was also crucial. It helped focus the feedback from Maxis on the aspects of the asset at issue and made sure that the likelihood of large revisions was greater in the early part of development, when changes were less expensive. The process that resulted worked to achieve ingame integration as early as possible, giving Maxis lead time to support New Pencil should the assets not perform as anticipated.

The process was divided into the following stages:

Design evaluation.The asset is shown as a highresolution render in 3DS Max, with no texture and only enough model detail to communicate the general direction of work (Figure 1). The key elements of the asset as described in the asset specification document are referred to, but may not be completely modeled.

First model. The first model is shown as an ingame screenshot with little or no texture (Figure 2). Color may be used to help differentiate the model's substructure but is not yet a subject for review. All comments from the design evaluation feedback are addressed, if they are relevant to this stage. In some cases, the asset may be well developed enough to skip the next step and go on to texturing.

Final model. The final model is shown as another ingame screenshot, where the model is complete with respect to geometry (Figure 3). All sprite animation states are represented, and the animations function in the game. All comments from the first model submission are addressed, if they are relevant to this stage. In some cases, there will still be model comments, but they will be small enough to be addressed in the forthcoming first texture stage.

First texture. Materials and lighting are shown for the first time at this stage (Figure 4). All comments from the final model stage are addressed.

Final candidate. Ideally, all comments have been addressed and the asset is ready to be delivered (Figure 5).


Figures 1–5 (left to right): Figure 1. Design evaluation: The rudimentary blocking of the object to see if it’s even in the ballpark. Figure 2. First model: The model has most of the geometric detail it will receive. Figure 3. Final model: The model has all the geometric detail it will get and is ready for tex-turing and lighting. Figure 4. The first pass on materials and lighting. Figure 5. The final result.

The last concern for time estimation and cost modeling is the aesthetic that you're trying to match. It's safe to say that this is a larger concern for outsourcers than for internal development teams, due to the separation between the conceptual artist or art director who has the vision that sets the bar and the art team executing the work. Nonetheless, the more elaborate and esoteric the style is that has been chosen for the work, the more it will cost to pro duce. Don't confuse this issue with the technical complexity dealt with in the preceding pipeline discussion. Rather, this is the cost of having to undertake the revisions necessary while the artists internalize the aesthetic they must match.

The questions that need to be posed regarding the style matching have more to do with one's own capabilities than what one needs from the client or the art director: Do you feel that you understand this aesthetic? Are the reference materials both broad enough to support a consistent look across all assets and deep enough to communicate clear individual asset identities?

Are the various skill sets that the project's aesthetic demands present in a balanced fashion across the art team? Is the requisite familiarity with software present in enough art team members to support general productivity? Is there someone on the team who has a particular understanding of the reviewer's vision who can share this insight with the art team? Again, we were able to answer yes to all of these questions; this was essential to New Pencil's confidence that the final assets could be produced with roughly the number of submissions planned.

So let's say you've asked all these questions of yourself and of your client or development team and you've come up with some time estimates and costs that you feel pretty sure about. Next, you should gauge your assumptions with a test run. Don't just sign up for the whole shebang if you can help it. There are going to be hidden costs, surprise developments, and plain old reversals of fortune you may or may not have anticipated. Choose a representative set of assets — a few easy ones, a few medium ones, not too many hard ones — and set yourself a milestone deadline and a team structure that reflects your best guess as to time and costs. It's important that everyone, especially your client or management, know that this is a test, and that the estimates will likely change as a result of how the test works out. It's a good way to blow the bugs out of the system and get everyone on both sides of the art fence accustomed to working together, without committing the entire project to deadlines and cost expectations that just aren't realistic.

Early on, New Pencil and Maxis took the time to learn to work together by beginning with more modest goals and then evaluating the realities of production that emerged. As a result of these early lessons, the negotiated price for content did rise by some 30 percent, but because the standard of quality had been set and the relationship forged in a climate of good communication, these price increases were perceived as reasonable and did not have to be repeated later, which would have endangered the longterm relationship between the studios.

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Style Matching and Cross-Team Consistency


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