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Monday, July
14:
Production
Testing and Bug Tracking by Jamie Fristrom
Identifying and fixing bugs needs to be done early and often. One
reason we keep forgetting this is because of that phase of the project
we call "alpha" or "feature complete." The fact
that we have this phase implies that we're not supposed to fix our
bugs now; we're supposed to get the features in, and then we'll
fix all the bugs later in the alpha phase. That's not a good development
process. In this article Jamie Fristom explains why and presents
a number of steps you can take to help your team fix bugs before
moving on.
Postmortem: Ubi Soft Shanghai's Splinter Cell by Wu Dong
Hao
When Splinter Cell had to be ported from the Xbox
to the Playstation 2, Ubi Soft threw everything at the project to
it out by the end of its fiscal year. One facet of this intense
porting project was that it brought developers from Ubi Soft's studios
in France and Italy to its studio in Shanghai, China, where the
project was underway. The project provided unique challenges for
the producer, who had to overcome team cultural and communication
problems, scheduling challenges, asset management issues, and organizational
hurdles that arose when the team grew into the largest in the company's
history.
Tuesday,
July 15:
Managing
An International Remote Development Team by Max Meltzer
There
are inherent difficulties in managing a team that's thousands of
miles and a half-dozen time zones away. For starters, you might
not speak the same language, and you're starting your day as the
remote team is watching the sun set. Given these difficulties and
myriad other organizational challenges that inevitably crop up,
it's a wonder that a production could bear the strain. But many
games have been made this way, and the dispersal of game development
talent around the globe means it will only become more prevalent.
Here's are battle-tested strategies for managing foreign teams that
will make the process proceed more smoothly.
Wednesday,
July 16:
Extreme
Game Development: Right on Time, Every Time by
Thomas Demachy
Extreme Game Development (XGD) is an agile game production
method based on the popular software development method Extreme
Programming
(XP). XP is not simply another fancy development method; it focuses
instead on the one truly crucial issue: creating a working product.
Titus
Interactive Studio in France is launching two game projects using
XGD, and here's how the head of the studio plans to roll out XGD
to his teams.
Thursday,
July 17:
Goodbye
Postmortems, Hello Critical Stage Analysis by Wolfgang Hamann
A cynical definition of the term "postmortem" might be
"a common artifact of the game development process whereby
the game industry documents the fact that everyone seems to continuously
make the same mistakes." We should change this process and
get rid of postmortems entirely. It's time to consider Critical
Stage Analysis (CSA). CSA provides a quick, relatively painless
process to find out what went right, what went wrong, what needs
to be done to fix it, who will do it and by when.
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