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Towards the end of any project, how
do you build in gameplay iteration and polish into the schedule
alongside testing? Are they separate phases, or integrated to some
extent?
Robbie Edwards: We typically handle
gameplay revisions in parallel to the development. Features and tasks
that have a dramatic impact are usually completed first so that we
can begin gameplay reviews very early. Where possible, the gameplay
evaluations may even be done where there final tech and content isn’t
available.
When it comes to polish though, we
strictly focus on polish post Beta. At beta, all features are
complete and we spend our remaining cycles addressing bugs and adding
polish where feasible. During our polish phases, we regularly have
great strides in performance improvement and visual quality.
Frank Rogan: On this, I’m a big fan
of productions that heavily front-load mechanics and character,
camera and controls into prototyping and long-ish pre-production
phases (a la the Cerny Method), so iteration and polish is
essentially built into the entire development cycle.
Adrian Crook: First off, gameplay
refinement is done throughout development. Scrum focuses on taking
features to completion before moving on to additional work. But it's
always nice to have some time at the end to tweak. To do this, you'll
need to have managed the project's scope shrewdly. Often you'll have
a hard ship date to hit - there are very few companies that can take
the "we'll ship it when it's ready" attitude - so any
slippage along the way steals time from a pre-established polish
period at the end.
And every project slips their milestone
dates at least a bit during development. So be prepared to refocus
scope along the way, trimming lower value features in order to retain
your polish period. When the final bell rings, I'd sooner have 5
features at 100% complete than 10 things at 50% complete.
Re: whether or not polish and testing
are concurrent, I think they are. Fixing bugs goes hand in hand with
polishing and balancing a game.
Building design in Project Gotham Racing 3
Peter O'Brien: We aim to build gameplay
iteration into the project much earlier than at the end, note the
words aim to. In some cases, gameplay is your primer so you can be
iterating from month one. Depending on the gameplay component it will
either run in parallel with content (circuits design when creating
the cities in PGR for example) or sit within its own area. It
really depends on the goals.
Harvard Bonin: I believe they are
integrated - but it takes a disciplined producer to recognize when
its just time to be done. Build in the polish phase and be very
greedy about giving it up. Create specific goals for bug counts, type
of bugs to fix and when, etc. Work and partner with your QA manager
and also make sure the team if very aware of polish cut off dates.
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