What Went Wrong
1. Defining production roles
Although we hired a
game designer during the pre-production phase of development, he functioned
primarily as a technical level designer, responsible for game AI. Most
important game design tasks fell to the creative director and the producer.
We didn't have a truly
dedicated person documenting design features and creating guidelines.
Initially, this did not seem to hurt production. But as the production team on Grimm grew, we realized not documenting
rules, standards, naming conventions, designs and not updating production
pipeline documents negatively impacted production of Grimm.
Likewise, we did have
a lead level designer, but we never compelled him to take the lead.
He was not
responsible for the overall quality of the level design; level reviews were
always headed by the creative director, not the lead level designer.
Because of these
missing and ill-defined roles in the production process, testers sometimes had
difficulty explaining to level designers why some things were considered bugs
because they didn't have a rulebook; animators were never given a default bone
system and the art team never had a UI design document.
Level designers did get
episode design documents, but these documents were not always detailed enough
and a lot was left to the level designers to figure out as they went along. Grimm turned out fine, but if we had put
more time in defining everybody's role in the grand scheme of things, things
might have gone a lot smoother.
2. Pre-production team
A good pre-production
team is focused, hard-working and committed to spending countless hours prototyping
the main features of what will become their game. By those terms, the
pre-production team at Spicy Horse was pretty inadequate. In fact, until we actually started building a
prototype, we did not have any programmers, sound designers, producers or level
artists!
The lack of
programmers, especially, had a negative impact on preproduction. Not having a
programmer meant that ideas could not really be tested, or that new features
could not be implemented, so until we actually started building our prototype
level, we never really knew if our core mechanics would work well (which they
didn't).
It proved to be pretty
difficult to start up a new studio, find employees to start up a new
development team and start pre-production on a game that was supposed to be
released just a year later. Still, this is a problem that is difficult to avoid
if you are making your first game as an independent studio, and in the end, everybody
at Spicy Horse did a really good job working with the means that were available
to us.
3. Working in China
Although setting up
shop in China has been a good experience overall, there are still many annoyances
about living and working in the People's Republic. There's continuous honking right
next to our windows; extremely hot weather and broken air conditioners;
annoying security guards and stolen bikes.
These are all minor annoyances that
people have to learn to live within China, but which obviously had no big impact on the
production of Grimm. The two things
that did have quite a large impact on Grimm
were language and culture.
Although most of the
expatriates already knew Chinese or were studying it, there was still a
language barrier when talking about very technical things. Add in the
differences in culture to that, and you get a pretty powerful combo of
confusion. To avoid loss of face, a Chinese employee will not say that he only
understood half of what his expat colleague tells him. This leads to misunderstandings,
and ultimately to a lot of time lost.
We encountered a lot
of these problems working with the outsourcing team that made all our 3D
models. The same mistakes would be made over and over again because the
modeling team didn't understand the comments we made on their work, package
names would have spelling errors in them, etc.
Towards the end of the project,
these problems gradually became smaller, as Chinese artists started to
understand English better and expatriates became more proficient in the Chinese
language. More bilingual support, both at Spicy Horse and at the outsourcing
studio, would have helped a lot in the beginning, though.
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Now, where's a Mac version? You guys can use WINE, like Spore did, y'know?? And how about XBox Live, Wii, and PS3 Home downloads?