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Transcript of Ed Anderson
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8/6/2019 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