Ed Anderson

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    Videogame Project Management:

    Current Practice & Future Trends

    Edward G. Anderson Jr.

    McCombs School of Business, University of Texaswww.EdAnderson.org

    April 3, 2008

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    Background

    Videogame industry isgrowing

    Bigger than Music or

    Hollywood Box Office

    May be recession proof

    and Fragmenting

    Installed base of

    PSP/Gameboy DS etc.exceeds 7th Generation

    Consoles

    Casual Gamers

    Cell hones PDAs

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    Questions

    What, if anything, differs between software developmentpractices in videogames and more standard softwaredevelopment such as shrink-wrapped applications andembedded software?

    If these differences exist, how are they evolving withtime?

    What sorts of skills make videogame project managerseffective?

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    Methodology

    Outgrowth of 4-year NSF Outsourced Product DevelopmentStudy by Anderson, Davis-Blake, Parker and platform workby Eisenmann, Parker, van Alstyne

    Interview ~12 product managers (a.k.a. Development

    Producers) Sony Online Entertainment, Electronic Arts, Microsoft (Tour10),

    Activision(RavenSoft), Joju, Zombie, ChaYoWo

    Compare with copious literature on shrink-wrappedapplications, e.g. Cusumano & Selby (1998) or MacCormack

    & Iansiti (1997) Compare with ~5 embedded project managers at Big 3 auto

    firms and medical electronics industry (in process)

    Process is out of control. Satisfying the process leaves no time fordevelopment Big 3 Embedded Software Manager.

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    Videogame Project Trends

    Tie-ins with Hollywood (and maybe Bollywood?)

    IP tie-ins increase probability of success

    Team size growing for Hardcore games

    Specialty fragmentation (Design, Environmental Art,Character Art, Music, Testers, Development etc.)

    Outsourcing on the rise

    Engine Modules thru suppliers

    Art and music thru contractors, ballerina baseball

    Development (coding) thru contractors, particularly for casualgaming

    Talent management may be evolving to a Hollywood model

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    Whats Different about Games?

    Games have to be fun Emphasis on creativity Most project management is about increasing

    predictability, but a videogames success depends onunpredictable emergent properties

    It may look good on the drawing board, but until we have a

    prototype, we just dont know Unlike with Excel, a game player can tell you a games no fun, but

    he cant tell you how to fix it.

    MMOG seems to exacerbate these issues

    Need playable prototypes as fast as possible

    Builds often create changes in goals and architecture Developers have to be gamers themselves

    Often are game designers or artists

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    Whats Different (cont.)?

    Aesthetic concerns are paramount How do you communicate that you need a certain mood for your

    music?

    Players dont want realism, yet you cant violate believability

    Both playability and polishing are essential

    Makes modularity more problematic

    Platform changes: Those years are a nightmare

    More like Hollywood than Silicon Valley in some respects

    Good project management is about accepting that development is

    unpredictable. Your job is to bound and shape the creativeprocess.

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    Solutions? Majority of projects interviewed have moved to a semi-

    scrummy agile process

    Prototype, followed by 3-6 week sprints, and a polishing sprint

    Daily meetings, but not fully scrum-like

    We were having to meetings to plan meetings

    Agile needs to be agile, not sessile

    Some projects still doing waterfall, particularly sequels

    Many successful producers tend to have a background inboth development and art

    Although background in one is typically lighter than the other

    Outsourcing allowing move back toward smaller teams Particularly for casual gaming

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    Remaining Issues Our organization [game development team] wasnt

    designed to communicate or coordinate.

    Difficulty of communicating between specialties and with suppliers

    You may check out, but you can never leave

    Crunch time hasnt gone away

    Formal project management knowledge often weak Mostly learned from books or 1-day seminars

    Many producers dont seem to understand modularity very well

    Most risk management is rudimentary

    Lack of project funnels

    Management prefers precision to accuracy

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    Questions?

    More information can be found at www.EdAnderson.org