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4. No long range development plan at the start.
The overall
development effort "went right," but from a scheduling and planning
perspective, the development production staff got lucky. This project was
fueled by excitement about bringing the Brothers
in Arms property to the Wii. The pre-production technical due diligence was
in the spirit of "relax, everything will be juuuuust fiiiiiine."
There was never an itemized list of the
technical hurdles that the team would need to overcome. It's almost as if we
were lulled into complacency by the cute white controller and that mustachioed
muscleman in yellow at WarioWorld.com.
After a couple of months,
when the engineering team was staffed up to full strength, the scope of what
was required on the optimization front became clearer. At that point,
rescheduling to accommodate optimization is more art than science.
A team can
make huge strides in a short amount of time while that last little bit of
performance to bring the game up from 27 to 30 FPS could require major changes.
We managed to work through a host of platform specific and optimization complications:
a byte-swapped platform, slow IO connection between the PC and NDEV, an elf
that was 4x too large, excessive (and minor) memory allocations, a new and
untested rendering pipeline, slow physics/ragdoll simulation, in-game IO
hitches, and a seemingly endless stream of miscellaneous framerate hits.
In the
end, the consensus was that we could have done more pre-production planning or
risk assessment to better set expectations with our publisher.
5. Made design decisions
too late in development.
The Wii controls have such flexibility that you
have to be careful not to overdo it. You don't want the players to need to do
acrobatics in order to succeed -- unless, of course, you're making an acrobat
game.
From the first day of the project, we were brimming with
ideas on how to use controls, the UI, and all the features that separate Wii
from other platforms. In fact, we couldn't turn off the ideas. We didn't set a feature lockdown date, and as a
result we were still tweaking the control scheme long after we should have. This
left a lot of pieces feeling chaotic and unfinished right down to the wire.
The user tests ultimately helped us finalize; however, we
started them too late in development, so all of the best data was arriving late
to the party. User testing was not planned from the beginning of the project,
but rather was a thankful realization that we needed clean, external input in
order to settle on a well-informed decision.
The lesson there was to plan user testing
from the start so that there are set periods earlier in the process where the
team is prepared to show the game and react to the feedback.
Without setting a firm lockdown date, we allowed the user testing
and subsequent tweaks to continue too long. The realization that a variety of
play styles would be better captured for players in two separate control
schemes was positive, but it came with a cost. We had to scramble at the end to
get UI, balance, and all of the other items that hinge on the controls updated
and finished.
Had we properly set a feature lockdown date, we would have been
forced to conduct user tests earlier, secure the control scheme earlier, and
then take the proper amount of time to get the UI and balancing worked out to
each control scheme. Once again, we succeed because our talented team pulled
through.
Conclusion
We were so excited to work on Brothers in Arms: Double Time that we stepped into the ring on a
wing and a prayer. We managed to emerge successful because of a talented team
that happened on the right decisions at the right times.
The project brought
great things to our studio, like the Scrum development process and tech we can use
for all of our future Wii titles. Beyond the studio growth that came with Brothers in Arms: Double Time, it was exciting
for Demiurge to land on a new platform when the platform itself was still reasonably new.
Game Data
Developer: Gearbox
/ Demiurge
Publisher: Ubisoft
Platform: Wii
Release Date: September
2008
Development Time: 13
months
Peak Development Team
Size: 15
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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