GAME JOBS
Contents
Managing Risk in Video Game Development
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
Wargaming.net
Build Engineer
 
Gameloft - New York
Programmer
 
Wargaming.net
Build Engineer
 
Virdyne Technologies
Unity Programmer
 
Wargaming.net
Quality Assurance Analyst
 
Wargaming.net
Python Developer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Free to Play: A Call for Games Lacking Challenge
 
Cracking the Touchscreen Code [1]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
 
Deep Plaid Games, one year later
 
The Competition of Sportsmanship in Online Games
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Managing Risk in Video Game Development
by Paul Tozour [Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet]
7 comments Share on Twitter Share on Facebook RSS
 
 
May 3, 2013 Article Start Previous Page 8 of 9 Next
 

7. Develop a list of Checkpoints

Finally, we use the sensitivity analysis developed in step 6 to create a list of Checkpoints.  Each Checkpoint should give us an opportunity to learn more about our assumptions and reduce our assumption-to-knowledge ratio.  If our learning process shows us that the project appears to be falling below our profitability hurdles, we have a choice of either terminating the project or attempting to re-plan.



As much as possible, we try to order our Checkpoints so that we test as many of the most critical assumptions as we can as early in the schedule as possible, and at the lowest cost.

In the chart below, we list 16 sample Checkpoints, along with the set of assumptions that each Checkpoint will test and the cost of completing that Checkpoint. 

Because our retention rate, conversion rate, and new users per month are so important, we schedule several focus group tests as Checkpoints -- in this case, at the first core gameplay prototype, the first full playable version of the game, and the completed full game.  We also determine the total of all the cost values to compare it against our previous estimate for total project costs.

Note that Checkpoints are not the same thing as project milestones.  They are broadly similar, but Checkpoints are more high-level than project milestones and are used to help drive and define the production milestones.

Our actual production milestones should include the ability to run several Checkpoints as part of a single milestone (for example, when marketing and engineering are involved in two separate but adjacent Checkpoints, we can run them in parallel inside the same single production milestone), or to split Checkpoints into multiple milestones (as with the "Finalize game development & testing" Checkpoint in the table above, which would likely be split into several production milestones). 

 
Article Start Previous Page 8 of 9 Next
 
Top Stories

image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
Here's the first list of Unreal Engine 4 integrated middleware
image
The demo is dead, revisited
Comments

Keith Fuller
profile image
Thanks for the in-depth article, Paul! The examples of quantity and quality of assumptions are excellent. As you described each step in detail one of my first thoughts was, "And this would explain why the highest salary on the project is the bizdev guy."

Daniel Hettrick
profile image
Fantastic article, Paul.

Dave Beaudoin
profile image
Thanks for the great article. DDP looks like a good way to merge the creative pursuit of design with a solid accountability matrix and planning method.

I'm sure it could be an article in itself, but could you speak to the issues of bridging the gaps between discovery-driven planning and development methodologies over the SDLC? I understand the connection between driving your development cycles with input from the discovery-driven checkpoints, but it seems to me that this is more geared toward agile methodologies than more front-loaded design schemes. Are there any key factors to integrating DDP with specific design methods that we should be aware of?

Paul Tozour
profile image
Hi Dave -- great question.

DDP is really a very broad project planning and business planning framework that can be used for almost *any* kind of planning, regardless the scale or even what industry it's in.

It's much more of a high-level, big-picture, ten-thousand-foot-view type of planning framework, and you would generally use other software development and planning methodologies inside of the DDP plan you create.

You're right that DDP does lend itself more toward agile methodologies. Non-agile methologies like waterfall tend to assume correctness from the outset (from http://en.wikipedia.org/wiki/Systems_development_life-cycle : "Sequential or big-design-up-front (BDUF) models, such as Waterfall, focus on complete and correct planning to guide large projects and risks to successful and predictable results").

And we all know that that certainty doesn't really exist in software, much less in game development, where you combine all the unpredictability of software development with the added unpredictability of creatively-rooted projects.

DDP, on the other hand, is basically taking the opposite approach. It says to the planning team: "Start by admitting how much you don't know and how much you can't predict. Then identify all of those parameters as best you can, figure out the boundaries on the uncertainty associated with each one, and use the DDP system to figure out which uncertainties represent real risks and sort them by risk. Then you can gradually corral those risks over time as you go from one Checkpoint to the next and gradually reduce uncertainty by converting your assumptions into knowledge."

The uncertainty can arise either because we're missing some amount of a priori knowledge (say, we might not know a certain parameter in advance, even though the parameter has a definite value -- for example, we might not yet have done the marketing research to figure out cost of acquiring a user on mobile, even though it is a definite dollar figure that many companies know precisely).

Or it could be because it's something that will happen in the future and there's inherent uncertainty involved (say, we hire 10 programmers and expect them to be done in 2 years, but we don't know if they'll actually get it done, if our design changes will push their schedule to 3 years, if our lead coder will have a heart attack, etc, etc).

In either case, DDP can help you get a handle on where the biggest risks are really hiding and help you build a plan to identify them, quantify them, and manage them.

Paul Tozour
profile image
... Having said all that, I've known a few people who use Scrum and believe in it religiously, to the point where they started getting creepy about it and more or less wanted to burn the non-believing team members at the stake.

I've always been pretty agnostic about it, but I definitely think Scrum has its limitations.

There's really nothing inherently wrong with it as a day-to-day planning methodology, but it seems really incomplete to me. Scrum tends to be totally focused on the short term, and there's very little focus on long-term planning.

And that just doesn't work.

Even if you don't have a fixed schedule or feature set, or you're building your game under a huge cloud of uncertainty for whatever reason, you HAVE to do long-term planning at least at some level.

I've worked on a few projects that used Scrum and/or ScrumWorks software at some level, but were actually totally ineffective teams because they ended up chasing their tails rebuilding their own games more or less from scratch every six months.

So an artist would come in one morning and say, "Hey, guys, I just had this amazing new creative idea! We gotta do this!" And the team would immediately throw out the last six months' worth of work to focus on this awesome new idea ... which would then be thrown out itself six months later in favor of something else.

Their planning was only looking at the here and now, and no one was looking at the big picture or holding the team accountable for it.

That really drove home for me that for all its benefits, Scrum by itself is no guarantee that all that task tracking necessarily translates into any actual progress toward a goal.

So, bottom line, I think that combining Scrum with DDP could be a good approach, if you were to use DDP for the overall, long-term planning aspect, and then use Scrum (or some good adaptation of Scrum, or another good agile methodology) for the short-term, day-to-day and milestone-to-milestone planning.

Paul Tozour
profile image
.


none
 
Comment:
 




UBM Tech