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3. Created reusable Wii
technology.
At the beginning of development, we identified the creation of
reusable Wii technology as a long-term engineering goal of this project -- but
we wanted to do so while still emphasizing the need to deliver a high quality Brothers in Arms experience for the
player. Beyond the typical issues that arise from developing for a new
platform, early in the development cycle we identified optimization as a major
challenge in creating an engine with flexibility enough for a variety of game
types.
Our goal was to ensure that not only would Brothers in Arms run well and look good, but any future projects
that used our engine would not need to spend significant amounts of time on
optimization.
By emphasizing the long-term goal of reusability and the
short term goal of shipping a high quality product from the outset, we were
able to focus our efforts in the right places. The result was an engine that
delivers a visually compelling Wii title with technology flexible enough to be
used by Demiurge in future Wii projects.
4. Scrum and constant
planning saved time.
During development for Brothers in Arms: Double Time, the project management methodology
of Scrum and Agile Development was beginning to take hold of the game industry.
After researching it internally, we elected to give it a small trial run.
We
began using Scrum toward the end of the project to systematically tackle the
close-out of the project rather than solely in the development cycle. Members
of the team would take on classes of bugs during a sprint. The goal was to have
each system online and bug-free at the end of the sprint. This, coupled with a strong
engineering team, allowed us to complete the project without crunching.
Since working with the Wii involved a lot of new technology
challenges, we planned hard from the start of the project through zero-bugs,
revising and planning even more aggressively as we entered the bug fixing and
optimization periods of the project. At the end of the project, we posted a
large bug fix chart that constantly reflected how we were closing down.
This
kept everyone on the team aware of how we were tracking toward our goal and
instilled some competition for how quickly we could optimize and fix issues. We
also began tracking data as to how the team was progressing so that in future
projects, the pre-production planning could be robust from the get-go.
We found Scrum to be very successful in allowing us to "plan"
initial bug-fixing so that we had achievable goals that were within our
timeline and owned by the team. It also allowed us to adequately think out all the
problems before digging in and tackling them one by one. We've since used the
Scrum methodology for all of our projects with increasing success.
5. Support and resources from Nintendo
of America.
Double
Time was the first Wii title to be developed at Demiurge Studios, so there
was some ramp up time to get familiar with the platform. We were working on
this title long enough and early enough in the platform lifecycle to see an
evolution in the SDK, the profiling tools, and the lot check requirements.
In short, the learning never stopped. While
Nintendo cannot do the work for you, we found the documentation and web
resources very helpful. In particular, the newsgroups are an excellent source
of knowledge. Someone somewhere has had the same problem you're having and they've
asked about it on the newsgroup.
The response time to questions from Nintendo
of America was usually within an hour or so. It seemed as though the family
friendliness of the Wii console also existed in the developer support arena.
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I haven't played the game so I don't know the scope, but only 15 people at peak with a 13 month dev time which includes building new tech looks like it would be quite tight, especially if they ramped down too early like mentioned?
The article also says the game was released in september 08 while there is a part where it says "...we started the project in late 2006..." more than half a year seems like a long time to get to the stores after going gold. Are the numbers here correct?
Anyways it looks like quite impressive and cool for a wii game!
The headcounts and timelines are correct. It was a strong group of experienced engineers. The game was finished and then held for release closer to the holiday season.
Cheers,
-Kurt