Do you have any overarching tips for
how to successfully schedule a game so that it finishes on time and
on budget?
Robbie Edwards: As mentioned
previously, knowing where you are and where you want to go are
critical in making sure you get there. Have a good vision for your
game. Be able to identify what features are critical to your game.
Then, as production moves forward, constantly evaluate your progress
against your vision. Know where to focus your efforts and be willing
to cut your losses. I think many people get attached to particular
ideas or features and lose sight of the bigger picture. This
attachment leads them to make costly choices that ultimate damage
their product as a whole.
Frank Rogan: About the best overarching
advice is to take a page from Peter Drucker and recognize “they’re
not employees, they’re people.” Analog world, not digital. Make
your plans with that in mind. But at the risk of sounding even more
glib, there’s no magic bullet here. You will always make mistakes.
The project will be a constant compare-and-contrast effort with where
you are and where you want to be, and what you’re doing with that
others have found to be useful.
Adrian Crook: Yes. My tips are:
A) Identify the core vision of your
game early, so your team knows what 3-5 features/game areas must be
finished to 100%. If you're using Scrum, give these items high
priority and work on them first so they get done as awesomely as
humanly possible.
B) Be ruthless about cutting non-core
features whenever you need to keep the team on track. Cut these
features before any effort is applied to them so you can redirect
efforts to higher ROI areas.
C) Have a hard ship date. An immovable
ship date provides great clarity and efficiency for the creative
decision makers on the team. As a result, issues that might normally
get discussed for weeks are often solved in a day.
Peter O'Brien: Plan without your team,
plan with your team. Project a realistic spec against your time line.
Respect your team’s knowledge but don’t fail to question them if
estimates or definitions are ‘woolly’. No one project is the
same, no one process if perfect … change and adapt your project
plans – be ready at any stage to do this. Develop a priority system
and make the schedule visible in as many ways as you can – a wiki,
a forum, calendar reminders, paper lists, white boards, wall
planners; reinforce the importance of targets. Prepare to lose
features. Be objective when it counts.
Try not to forget to remind the team
they are a team and they are making a game; a good way to do this is
to provide a platform where the team can share and/or discuss their
work in various ways. Finally, don’t ever forget that a team is
made up of individuals.
Electronic Arts' long running Madden NFL
Harvard Bonin: Too many developers try
to throw in the kitchen sink when creating a game. It's important to
scope accordingly. A focused, polished game is far better than a
sprawling, half done game. Put the features under the micoscope. Is
everything really required? If you drop a feature can you spend time
polishing and focusing on the important stuff? Is the feature you
really want ever going to get the care and feeding it deserves?
Better to cut things and improve the overall quality.
The opinions expressed by
these producers are their own and do not necessarily reflect the
opinions, plans or positions of the companies where they work at. If you are interested in being added to the interviewees for Producer Of The Round Table, please contact GameProducer.net.