Contents
Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [13]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [50]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk - A Postmortem [2]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime
by Bruce Chia, Desmond Wong
4 comments
Share RSS
 
 
February 24, 2009 Article Start Previous Page 2 of 4 Next
 

3. The Map Editor

The map editor in Showtime, which enables players to create their own performance venue and show it off to their friends, is probably one of the game's defining features.

Advertisement

It was powerful enough for us to use in creating the actual levels for the game, making it very easy for us to change a level if we felt it was unbalanced. Rather than having Desmond redraw an entire level, level designers could use the map editor on their own to move things around.

This saved us countless hours of time and streamlined our development process. By making it easy and fun to use, our tool also became a great added gameplay feature, thus killing two birds with one stone.


Fig 5: This early version of the map editor shows collision data for each prop.

However, if we could magically choose one more feature to add to the game, it would be map sharing. Many players of our game would also agree, judging from feedback.

We would have loved to include the ability to share user-created maps online but we had the choice of either shipping a stable product on time or putting in a completely new feature that would have required much more testing on multiple networked systems.

In addition, the networking capabilities of XNA are currently designed for multiplayer gameplay and not for sharing files between peers. This made the feature rather difficult to implement within a short period of time and we understood we had to make sacrifices to meet the Dream-Build-Play deadline.

We had an additional time constraint in that many of our teammates were scheduled to begin their mandatory military service soon after the development period!

4. Testing and Being Willing to Change

Testing was key to ensuring that our game provided the player with a good gameplay experience. We carried out two different types of testing: systematic QA testing, to ensure that the game was as stable and as bug-free as possible, and gameplay testing, to ensure that the game was fun to play.

The systematic QA testing helped us identify bugs after we made any changes to the game, as many bugs are easy to miss without a test plan to flush them out.

Gameplay testing was critically important; at the end of the day, it's not about making a game that the developers wanted to play, it's about making a game that the players wanted to play.

Understanding that important point, we constantly brought in people who had not seen the game at all. They would play through the game and we would collect their feedback. Using their observations, we could identify what players liked or disliked, address those issues and make the necessary revisions.

Once we made those changes, we would go through the testing process again to ensure that those changes did indeed have a positive impact on the overall experience.


Fig 6: Another GAMBIT team checks out our latest build as we get ready for a testing session.

Like many teams at the start of a project, we had what we thought was a fantastic idea, and we began churning out code and assets to get our game going. Halfway through production, tester feedback showed us that the game just wasn't fun.

We scrambled to save the concept by tuning certain mechanics and making drastic changes to the core gameplay, but unfortunately after still more testing we realized that our basic idea just wasn't cutting it.

Since a lot of work had already been put into the game, we were reluctant to change it. However, we gritted our teeth and decided to revamp the entire game. Fortunately, that decision made Showtime into what it is now. If we had stubbornly opted to iterate on the old idea in small steps, Showtime would have failed. It was a painful decision, but we were not afraid to listen to our testers' feedback and overhaul the game to make it fun.

 
Article Start Previous Page 2 of 4 Next
 
Comments

Mike Lopez
profile image
Kudos to your young team for recognizing your mistakes and identifying them as lessons learned.

You are not alone in making the mistake of failing to support lower-end displays as sadly it is all too common today even with more experienced developers. I have worked with developers on several projects and continually spoken to them about this yet in the end the standard def display was always vastly inferior and not just in resolution quality but also in usability. Then these same teams are shocked when they get knocked for that in reviews and user ratings. Good on you for recognizing the lesson and striving to do better.

John Leffingwell
profile image
Interesting read. However, I'm not convinced that "Nailing Down the Art Style Early" was something that went right. It seems to have lead to several premature art decisions that were either thrown out or caused enough difficulty to make obvious problems essentially unsolvable. If you had left the art work until later, those problems may not have ever happened. Regardless, well done for completing the project and good luck to you all in the future.

Philip Tan
profile image
Thanks for the comments, folks!

The art issues with HD and localization were only recognized near the very end of development, several months after the Dream-Build-Play competition, when we were packaging the game for release on Xbox Live Community Games. The game was feature and asset complete by that time.

Of course, now we know that we should test our games on multiple regions and resolutions as early as possible. The XNA community can help out in this regard, since Microsoft has introduced a system for developers to submit time-limited demos for playtesting. It's not as rigorous as final review submissions, but it does give you access to a large pool of players from different countries with different screens.

Priscilla Elfrey
profile image
Perhaps the early art concept was the basis of the vision that kept the team together despite other mistakes that they made-asdo we all. Maybe it enabled them to regroup and move-on. "Nailing the Art Style Early" may be an unfortunate subtitle. What they did was maintain a vision.


none
 
Comment:
 


Submit Comment