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"Real" Job Hell...

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RagingHermit

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So I'm sitting here at my real job, wishing I was working on getting the game company setup and refining the design and things of this nature. Application programming is decidedly boring compared to game producing. Oh well. Only 5 more hours...

Unfortunately I won't be able to get as much done tonight as I'd like. I'm having dinner with an old friend and his wife who've just had a baby. I'm excited about seeing them again as it's been some time since we last got together. But I still have a lot to do as far as the game is concerned. I'm sure after a beer and a glass of merlot I'll feel good that I went.

Speaking of the game let's talk about what is next on my "todo" list.

* License graphics engine: In order to save time we'll be licensing a commercially available 2D graphics engine. It's quite nice and easy to work with. We have the libraries, headers, and tools. I just need to get the license to remove restrictions, give us support, and source code.

* License Musc & Sound: We have no sound or music person to speak of so I will be licensing professional effects and music libraries. I've already picked them out, I'm now just negotiating a prices.

* Conduct final design review: I've sent the pre-production design around to the team and asked for any ideas to improve the games playability or things they think should be removed. This will be everyones final chance to suggest changes before the specification is locked. Once locked, feature creep is not allowed so there are no additions. As we get closer to the deadline we'll review and see what cuts have to be made.

* Publish risk management to the team: I want the entire team to see what our risks are and how I plan to help us avoid them. I feel this is very important for the team to be aware of.

* Intro cinematic storyline: I still haven't come up with a good intro cinematic storyline. By cinematic, I mean a scripted sequence using in game art. It's not necessarily a Maya animation or anything that complex.

Still so much more to do after those items. The programming is coming along pretty well. The first set of deliverables are due Monday (8/8/05). I can then take stock to see where we are in the schedule.
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Starting up a company, huh? That's pretty suite. What do you want to develope for?

-IV

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Heya Jack. We'll be developing for PC's to begin with because of the limited resources we have. We wouldn't mind moving on to handhelds in the future. I'm outlining the company goals today actually.

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Quote:
* Conduct final design review: I've sent the pre-production design around to the team and asked for any ideas to improve the games playability or things they think should be removed. This will be everyones final chance to suggest changes before the specification is locked. Once locked, feature creep is not allowed so there are no additions. As we get closer to the deadline we'll review and see what cuts have to be made.

I wouldn't be so hard and fast about this. Some games' postmortems have revealed that original elements didn't survive the Is It Fun test and that late elements ended up being critical to the play experience. Unlike traditional applications software, where all the requirements are known upfront, games involve an element that's extremely difficult to quantify: entertainment.

We project, we plan, we execute and evaluate. Then we refactor, redesign, reimplement and reevaluate. Wash, rinse, repeat. Your process, even for a "very small" game, needs to be flexible enough to handle this, and you need to drum it into the head of your team that nothing is final until the game is.

Good luck.

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