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It's time for game developers to reassess their outdated production
processes, grow up, and mature their business models. It is time for us to
admit that most companies' current production models are not sustainable or are
completely and totally broken.
Making games is getting harder and harder each year -- as
well as exponentially more expensive. For most teams, the old production models
aren't working, and most teams and companies are struggling to figure out how
to re-invent themselves and stay in business.
The days of needing 50 to 200+ developers working for two to three years
on a game must change in order for us to find a way to become more profitable.
Like many other technology and manufacturing industries have
done over the last century, game developers must learn to change and adapt
their business and production models in order to survive. Over the last few
years there have been a lot of companies turning toward outsourcing as a way to
save money.
However, most teams just see outsourcing as a way to make cheap
art. Production Globalization is about taking outsourcing to a much deeper
level. It includes being able to work with teams across the world in much
better ways than you ever have before. It is about minimizing risks in
production and not creating more.
Production Globalization isn't just about making games
cheaper, but about restructuring your companies, teams, and methodologies to be
more flexible as needed and to allow you to use the best possible talent for
the job when you need them and to not have to continue to pay them when they
aren't needed. It is about making your teams much more scalable and adaptable
to the projects needs from day to day and month to month, and not having to keep
a large internal team around which is only productive part of the year.
This article will show you how to build your team, your
infrastructure, culture, production processes and technologies to maximize its
global production capabilities. You will also learn how to deal with cultural
issues, time differences, differences in process, technology issues, approvals
and other issues which plague globalized teams.
Production
Globalization Defined
Production Globalization is the process of adapting your
production processes to allow you to work with teams from around the world. This
means that you are in essence creating a "virtual team" of people who
aren't located in the same facility, but who must work together daily (or at
least very regularly) to be successful.
This not only includes being able to work with teams in China,
but also teams down the street. Production Globalization is the process of
adapting your game development tools and pipelines to allow your team to hire
other teams and individuals to help you develop your games. Production
Globalization is not new, and many teams use it to some degree, but very few
have effectively formalized it and optimized their teams and cultures for it.
Production Globalization is not just "outsourcing"
parts of your game. Outsourcing is generally thought of as having another team
help you with the artwork for your project, but is rarely applied to other
disciplines. The term "outsourcing" could be the same as Production
Globalization, but it has many negative connotations already, as most stereotype
it as referring to just creating artwork on the cheap.
Production Globalization is most relevant to larger teams
and projects, but most of the same principles will apply whether you have five,
50, or 500 people on your team.
"Work for Hire" is generally hiring another team
to help you with some aspect of your project. This could be with porting some
version of your project to another platform, or doing some aspect of the
project which your team is unable to do, like the multi-player.
"Contractors" are generally individuals or
companies who come in to do one thing on a project, like create storyboards,
write dialog, or create some rendered cutscenes.
For many teams, however, the thought of using another team
to do anything but create some art or do a port is a scary thought and often
not even something they would ever consider. So, when evaluating whether your
team could benefit from changing your development process to a more diversified
model, you really have to approach it with an open mind, and realize that it
will take a little time, technology, and training to get right, as well as
probably a major cultural shift at your company.
It is important to realize that Production Globalization can
take place on a variety of different scales. It should allow you to utilize
virtual teams or consultants from around the entire world or from down the
street just as easily. It should allow larger publishers and companies to have
flexible resources across many studios, groups and teams which can also learn
to share resources in new and much more beneficial ways.
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Software, so far, is nowhere near that. Everything affects everything else. It's one large interconnected ball of wax. (Or spaghetti). Artist A in country B modifies something and tests it -- it works. Artist C in country D modifies something and tests it -- it works. But when both changes are used, then the game's out of memory and crashes hard. Or some code change affects gameplay elsewhere. Videogames -- especially those focusing on consoles, the lion's share of the market -- are all about squeezing things in to the limits of the system, and it's really easy for the system to win. Movies don't have any such constraints.
The list on page 3 is quite true, and fixing those would go a long way towards making all production better -- globalized or not. But, to pretend that that list is the sole barrier towards more globalization ignores the very real technical issues of software interconnectedness and constrained resources that wouldn't be helped by globalization one iota.
Without this inbred consolidation, it is very difficult to amass the spending power needed for globalizing production costs without losing your business to global competition.
It may be cheap in China right now to outsource production, but when all your production is outsourced to China, they will drive up the price and start competing against your business with the talent that you didn't retain. In a globalized economy, talent is more powerful than property rights, because talent has the ability for dominating the entire market through creativity. This will become apparent in the next business cycle since the American economy has collapsed and does not have consumer spending power it needs to sustain itself. In this next business cycle, we will see the rise of the Chinese Consumer as the driving force of many industries, powered by the outsourced firms setting up their own properties with the talent we will no longer have.
As a leading outsourcing company, we have been doing our bit in proving how larger, deeper engagements are possible. In the last 3 years alone we have seen a significant change in acceptance of 'distributed development', evidenced by the size of our role within a game. Our biggest engagement on a single game last year was close to 350 mmonths delivered over 8 months. We are routinely seeing most engagements now in the 100 ~ 300 mmonth range. Most involve us delivering game ready assets, some projects have involved piecing together levels. Some of our newer discussions have us taking responsibility to deliver ALL content in a game....
Rajesh Rao
Dhruva Interactive
www.dhruva.com
As creative product it needs strong control of the end result, and it is insane to introduce pure “production” tools. If you save half of the production cost but you don’t sell the product, what has been the margin? Anything divided by zero is infinite…
:-)
Shawna Olwen
Hubnutz
Looking at the game industry continually as "software development" instead of entertainment creation is why we never standardize the tools so we can get down to developing inventive gameplay without having to reinvent the wheel so often. To globalize there need to be standards.
Globalization often results in increase communication costs (or lack of effective communication), loss of tax base in the higher priced world, and what is basically an averaging function between salaries in the countries involved.
Yeah GL with all that