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Feedback Loops
Typically
game development at the beginning of pre-production sets its sights on
a final product by way of a variety of documents that focus on game design,
technology design, sound design and art design. This type of planning
is basically linear in approach illustrated in Figure 1. However,
what really happens is anything but linear as demonstrated by the Figure
2.
The
problem with the postmortem process in game development is that it does
not recognize nor permit a feedback loop as the process of development
continues. It comes too late in the process to be of much benefit to the
current game. Even if previous postmortems were consulted at the beginning
of preproduction, the current game is, and will be, different. Developers
will face a different set of issues than the previous postmortem offered
solutions for.
Compounding
the problem is that game teams are generally getting larger, and will
no doubt continue to do so. It is now commonplace to have team comprising
50 or more people, and large teams make it difficult for management to
continuously receive and process feedback as production progresses.
The
currently used postmortem process is fraught with inefficiency and process
shortcomings that are no longer applicable to current game development.
It is time for a change.
Some Positives
About Postmortems
Certainly
there must be some positive aspects of postmortem process since it has
been utilized for so long. I'm amazed that developers actually take the
time at the end of a project to capture at least something about what
went right on the game and what went wrong. The fact that there is at
least some documentation is in itself a positive, especially in light
of the fact that developers work incredibly hard to come up with games
that hopefully stretch all aspects of the game industry.
Positives
to the postmortem process do exist, as I heard from the audience in my
session at GDC. At least some of the developers are asked their opinions,
both positives and challenges are requested of respondents, and documentation
exists for those that want to read it. For those of us who didn't work
on the game, it's fun to read what went wrong on a big-budget project.
Compilations have appeared in book form on the topic. I'm sure you can
think of a few more positive aspects. Yet the overwhelming message is
that the negatives of postmortems far outweigh the positives and it's
time to come up with something better.
Introducing Critical
Stage Analysis
Let
me introduce Critical Stage Analysis (CSA). CSA is a tool that effectively
improves your current game by examining its progress at critical stages
throughout its development cycle. It replaces the postmortem process.
The
beauty of the CSA process is its simplicity. I've found that the most
powerful tools are the most simple and straightforward ones, about which
people typically say "Hey, I could have thought of that!" The
CSA process does not disappoint in this area.
The
process is easy. At each milestone (or "critical stage" - usually
monthly) ask everyone on your team to respond in writing to three simple
questions.
1. Five
things that went right during the period
2. Five things that went wrong during the period
3. Five things that could be improved for the future
Incorporate
a rating scale of 1 to 5 (1 being the most important, 5 the least) for
respondents to rank their five answers to each question, in order of importance.
It doesn't matter at this stage whether the team leads, project manager
or producer feel any of these items are more or less important than the
respondents. What's important at this stage is to get an accurate snapshot
of what everyone on your team feels are the important items for each question
and their order of importance. Of course, if someone submits more than
five answers, this should we welcomed. But requesting five issues reinforces
that you want important information.
Communicate
to the team that you want their honest and accurate feedback, but also
let them know that they should be respectful of any and everyone on the
team. What you don't want is people complaining for complaining's sake,
nor do you want to start a mud-slinging session. You are primarily looking
for solutions to issues in their early stages before they become major
problems. I find it good to lead with the positive aspects of the project,
since celebrating successes leads to many good things, including raising
individual and team morale.
Project
managers are the best equipped to gather this information from a psychological
perspective, because often they do not manage the personnel (teams) directly
and are therefore considered a neutral party. It also fits in well with
the other aspects of their job description.
This
questionnaire (a sample of which is included in Figure 3, below) should
be made available to the team no more than three days after a milestone.
I've found that if you make this a regular part of your post-milestone
art, code, design, sound and lead meetings, the process of gathering the
information will be quick and painless. It can usually be done within
10-15 minutes in such meetings. I also recommend having every option available
to respondents -- let them submit their responses via paper form, email,
or online, and give them the option to submit their answers anonymously.
| Figure
3. CSA Template. |
Critical
Stage Analysis - Game Team
Project
Title:
Milestone:
Date:
Name
(Leave Blank if Desired):
Circle
one: Art/Code/Design/Sound
Objectives/Instructions:
- Please
provide detailed feedback for each topic.
- Please
rate your responses from 1 to 5. 1 being the most important
to 5 having the least impact.
- Please
note: A general team meeting will be held within five days of
the completion of this form to discuss these points.
Successes:
| List
a maximum of 5 things that worked well for you to this stage
in the Game Development Process and give a brief explanation
for each item. |
Importance
1/5:
Importance
2/5:
Importance
3/5:
Importance
4/5:
Importance
5/5:
Failures:
| List
a maximum of 5 things that were problematic and give a brief
explanation for each item. |
Importance
1/5:
Importance
2/5:
Importance
3/5:
Importance
4/5:
Importance
5/5:
Improvements:
| List
a maximum of 5 things that could be improved internally or externally
from your team and give a brief explanation for each item. |
Importance
1/5:
Importance 2/5:
Importance 3/5:
Importance 4/5:
Importance 5/5:
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Once
the project manager compiles all of the information into one document,
it should be emailed out to the rest of the team leads and producer, and
discussed in a team-lead meeting no later than two days after the information
has been gathered. The most important points should be discussed, solutions
determined, ownership assigned (to either team leads and/or team members)
and then presented to the entire team for discussion. All of this should
be completed within a week of the milestone that has just past.
During
the team meeting, the producer or project manager should go over all of
the feedback in order of importance, solutions discussed and ownership
assigned to solve the issues within a specific timeline. Follow up is
important, and team leads should be assigned responsibility to make sure
that the issues are addressed.
At
the next general team meeting, the status of previous issues that were
dealt with should be brought up first. If there is a problem that can't
be solved, then it should be honestly brought forward during the general
team meetings and an explanation given. It is important not to hide any
issues -- honesty among the team leads when dealing with the toughest
issues will go a long way towards increasing team morale, even if the
problem couldn't be solved for whatever reason. It is important to publicly
acknowledge the issues and to demonstrate that you are at least trying
to solve them even if you can't. Issues that are buried will just come
back to bite you at a time when it's far too late to do anything about
them. (no solutions are available)
During
the general team meeting, lead with the positives first by celebrating
those things that went well! This is also an opportunity to hail those
on your team who went the extra mile or came up with innovative solutions
during the past milestone.
Once
discussed in the general team meeting, the compiled and unedited CSA should
be emailed to all team members and made available in a central repository
along with past CSAs. This could be located in the team's Perforce branch
or on an internal team web site. You could also have a company CSA website
where all teams deposit their monthly CSAs so everyone can learn from
each other.
From
a management perspective, what's most important is to create a positive
atmosphere that will reinforce to everyone on the team that you take their
feedback seriously. It may take two or three CSA sessions to do this initially,
but if the management team does this correctly you will see magical things
start to happen: everyone will fill out the CSA forms happily; everyone
will begin to feel part of the process, and most important, part of the
project. Their emotional involvement will increase, creating a positive
feedback loop that will enhance the potential of the game.
The
whole process, including having the team respond, compiling the responses,
conducting the team-lead meeting and the general team meeting only takes
about two to four hours, total. The most affected person from a time perspective
is the project manager, but this is a small price to pay for the wealth
of timely information and the benefits it bestows.
So,
how do you measure success utilizing the CSA process? You should see fewer
issues raised repeatedly, and fewer CSA responses of high importance over
the course of your game's development.
The
CSA process is simple in design, lightweight, very powerful with many
positive attributes that contribute to making better games in a highly
positive team atmosphere.
CSA - A Perfect
System?
One
respondent during my CSA presentation at the GDC commented that I had
presented the process as being perfect. Well, I'm flattered but I'm sure
there are ways we can improve on it. Already many of my GDC roundtable
participants have emailed and said they are using the CSA process as a
regular part of their game development with positive effects.
Please
email me and let me know how we can improve on the process and I'll share
this in a follow-up article or another GDC presentation.
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