SlideShare a Scribd company logo
1 of 48
BETTER, FASTER, SMARTER, WITCHER. PRODUCTION
TIPS FROM "THE WITCHER 3: WILD HUNT - HEARTS
OF STONE”
STAN JUST
PRODUCER
1. Gathering data
2. Identifying improvements opportunities
3. Designing improvements
4. Executing on the design
5. Control your est. landing dates
6. Examples
7. Examples
8. Examples
AGENDA
Gather the
data
Analyse the
data
ID
improvement
opportunities
Design
improvements
Execute on the
design
Control est.
landing date
GOAL IS TO
IMPROVE!
PRODUCTION
IMPROVEMENT
QUALITY SCOPE TIME COST EMPLOYEE
SATISFACTION
GATHER THE DATA
PERFORMANCE DATA
1. Do it for the closure
2. Pick only FEW most important points
3. Remember about them!
POSTMORTEMS
OBSERVATION
QUESTIONS
Wrong Better
„Is it possible to…”
„Would it be hard…”
„Could we…”
„How much time would it require to…”
[multiply answer by x2/x3 depending on a person]
„Is it done/finished?”
„Is it ready?”
„When could I review this together with Game Director?”
„What will you be doing
tomorrow?”
„When can we schedule a review of this?”
IDENTIFY IMPROVEMENTS
OPPORTUNITIES
HOW MUCH TIME DO YOU NEED FOR THAT
FEATURE?
WHEN WE WILL HAVE A FINISHED,
SHIPPABLE VERSION OF THAT FEATURE IN
THE GAME?
ABOUT 3 DAYS.
IN 3 MONTHS.
ILUSTRATING
PROCESSES Waiting for a script
Waiting for a draft
Draft WIP
Waiting for draft
review
Waiting for alpha
Alpha WIP
Waiting for alpha
review
Waiting for beta Beta WIP
Waiting for beta
review
Debugging/Polishing
WIP
Approved/Closed
5 MD
5 MD
0,5 MD
1 MD 20 MD
1 MD
1 MD
30 MD 1 MD
1 MD
1 MD
0 MD
ILUSTRATING
PROCESSES
74%
18%
4% 4%
Process time distribution
Waiting to proceed with
another step
Step WIP
Waiting for a review
Review, debug/polish, other
Blocked by
other dept.
72%
Waiting for an
artist
28%
1. Pipeline optimisation
2. Communication across departments
3. Cross-departmental dependencies
4. Process automation
5. Tools upgrade
PROCESS
IMPROVEMENTS
OPPORTUNITIES
DESIGN IMPROVEMENTS
DESIGN
IMPROVEMENTS
Problem Reason Need Methods
Animators are often
blocked while waiting
on proper monster
models
Character artists first
priority are the main
characters for the game
pushing monsters further
down the line
Change the
priorities to
prepare monsters
first
1. Convinve stakeholders that they don’t
need main characters so urgently
2. Create proxy / placeholders models
first
DESIGN
IMPROVEMENTS
Problem Reason Need Methods
Reviews are forcing many
cutscenes to be reworked
or significantly altered
even after mocap
sessions
Scenes haven’t been
properly reviewed
before mocap
sessions and right
after it
More
reviews on
every step of
the process
1. Create an animatic step between scenarios and
mocap*
2. Review animatics and early integrations in the game
not in Motion Builder
3. Use placeholders when possible (for props and VO!)
4. Use automatic notifications to minimize slack
between stages and streamline communication
*Absence of storyboard step is intentional
DESIGN
IMPROVEMENTS
Problem Reason Need Method
Dialogue sequences
require a lot of
adjustments
throughout
production
Multiple changes in
locations,
characters, props,
anims, VOs, quest
Control,
minimize,
anticipate and
plan for changes
1. Integrate uncleaned anims right from mocap
2. Record placeholder VO’s and try to keep
timing
3. Design VO postprocessing early
4. Use automatic notifications about progres
5. Request and integrate placeholder props
early
6. Include larger buffers
*Placeholder VO recordings required a feature
EXECUTE ON THE DESIGN
EXAMPLES
EXAMPLES
EXAMPLES
MONSTERS INTERDEPARTMENTAL WORKFLOW
Waiting for a
quest request
Brief WIP
Waiting for a
brief review
Waiting for a
concept
Concept WIP
Waiting for a
concept review
Waiting for a
model
Model WIP
Waiting for a
model review
Model
debugging
Waiting for
final anim
pass*
Final anim pass
WIP
Waiting for
final anim pass
review
Anim
debugging
Waiting for
final VFX pass*
Final VFX pass
WIP
Final VFX pass
review
Waiting for
final SFX pass*
Final SFX pass
WIP
Waiting for
final SFX pass
review
Performance
optimisation
Closed /
Approved
*Previous steps done before
PROCESS
IMPROVEMENT
EXAMPLES
Project Process change Consequences
W3 base game Priority on main characters; quest
items last
Animators don’t have models delivered on time and need to
adjust gmpl animations and scenes later on
HoS expansion Priority on monsters than main
characters; quest items last
Animators start with a model already done (or at least high-
poly) but cinematics still adjust scenes to final models
BaW expansion Priority on monsters than quest
items placeholders, than main
characters
*Animators start with already done model and cinematics
don’t need to do any further adjustments when final
item/prop is delivered
MONSTERS INTERDEPARTMENTAL WORKFLOW
CUTSCENES WORKFLOW
Waiting for a script
Waiting for an
animatic
Animatic WIP
Waiting for
animatic review
Waiting for
alpha/integration
Alpha/integration
WIP
Waiting for
alpha/integration
review
Waiting for beta Beta WIP
Waiting for beta
review
Waiting for facial
animation
Facial animation
WIP
Waiting for facial
animation review
Debugging/Polishi
ng WIP
Approved/Closed
PROCESS
IMPROVEMENT
EXAMPLES
Project Process change Consequences
W3 base game Infrequent storyboards; no
placeholders
Saved time on placeholders but lost more
time because of changes done later in the
process
HoS expansion Essential animatics implemented in
the game but without placeholders
Saved time on early reviews of animatics
but lost some time on adaptation to final
assets
BaW
expansion
Essential in-engine animatics +
integration requires placeholders
*Time saving on early reviews & on
adaptation to final assets thanks to
placeholders
CUTSCENES WORKFLOW
DIALOGUES WORKFLOW
Waiting for a script
Waiting for a draft
Draft WIP
Waiting for draft
review
Waiting for alpha
Alpha WIP
Waiting for alpha
review
Waiting for beta Beta WIP
Waiting for beta
review
Debugging/Polishing
WIP
Approved/Closed
PROCESS
IMPROVEMENT
EXAMPLES
Project Process change Consequences
W3 base
game
Dialogue scenes adjusted significantly after animation
and VO’s are recorded – very late in the proces
Working on any dialogue which is written
Lost of time because of anim + VO adjustment
Scene change after assets are delivered
Location changes forced a lot of adjustments
HoS
expansion
Doubling the amount of people working on animations
to deliver them earlier
Working on scenes which are ready from story and
location side (adjusting blockout with quest designer)
Amount of custom anims caused same lost of
time because of anims + VO adjustment
Scene change after assets are delivered
Location changes were not so often
BaW
expansion
Implementation of raw anims (without cleaning)
Implementation of placeholder VO’s
Better mocap data quality (new cameras)
Location blockouts adjusted by quest + scene team
New PMS notifies us about any change instantly
Dialogues require less adjustments later in the
process
Animation require less cleaning
Location changes are not so often and we
know about them instantly
DIALOGUES WORKFLOW
CONTROL YOUR LANDING DATE
„BACKLOG
CREATION
Geralt goes to a small fort where Olgierd resides. There, the
witcher accepts a contract to kill a monstrous creature that
lives and kills in the Oxenfurt sewers. After reaching his
destination, Geralt runs into Shani, who is currently looking
for a medicinal substance in the sewers.
Location | 22 MD
Secondary character | 28 MD
8x custom bandit | 16 MD
P1 dialogue | 7 MD
Custom creature | 35 MD
Custom bossfight | 80 MD
Level design | 8 MD
Secondary character | 28 MD
P2 cutscene | 11 MD
BACKLOG
CREATION
Location | 22 MD
Secondary character | 28 MD
8x custom bandit | 16 MD
P1 dialogue | 7 MD
Custom creature | 35 MD
Custom bossfight | 80 MD
Level design | 8 MD
Secondary character | 28 MD
P2 cutscene | 11 MD
CINEMATICS | 18 MD
ENVIRONMENT | 30 MD
CHARACTERS | 107 MD
GAMEPLAY | 27 MD
ANIMATIONS | 53 MD
Buffered
workload
Estimated
absences
Amount of people available
during the project
Estimated
LANDING
DATE
LANDING
DATES
Department Landing Date
Environment 13/02/2016
Characters 24/02/2016
Gameplay 15/01/2016
Animations 28/01/2016
Cinematics 15/04/2016!
Requires
mitigation!
LANDING
DATES
Characters 13/03/2016!
Item name Initial Estimate
[MD]
Remaining
Estimate [MD]
Actual Cost [MD]
P1 dialogue 5 0 12
P2 cutscene 10 9 1
P5 dialogue 2 0 4
P5 dialogue B 2 0 1
P5 dialogue C 2 2 0
P5 dialogue D 2 2 0
P4 dialogue 3 3 0
Daily update!
Requires
mitigation!
RESULTS
6 MLN COPIES SOLD IN 6 WEEKS
T H A N K YOU

More Related Content

Similar to Better, Faster, Smarter, Witcher. Production tips from The Witcher 3: Wild Hunt – Hearts of Stone

How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...Peter Leschev
 
Supersize your production pipe enjmin 2013 v1.1 hd
Supersize your production pipe    enjmin 2013 v1.1 hdSupersize your production pipe    enjmin 2013 v1.1 hd
Supersize your production pipe enjmin 2013 v1.1 hdslantsixgames
 
Ottawa unity user_group_feb13_2015
Ottawa unity user_group_feb13_2015Ottawa unity user_group_feb13_2015
Ottawa unity user_group_feb13_2015Karman Interactive
 
PuppetConf 2014 Killer R10K Workflow With Notes
PuppetConf 2014 Killer R10K Workflow With NotesPuppetConf 2014 Killer R10K Workflow With Notes
PuppetConf 2014 Killer R10K Workflow With NotesPhil Zimmerman
 
Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...
Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...
Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...Peter Leschev
 
Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...
Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...
Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...hamidsamadi
 
Don't Over-React - just use Vue!
Don't Over-React - just use Vue!Don't Over-React - just use Vue!
Don't Over-React - just use Vue!Raymond Camden
 
Workflow Refactoring
Workflow RefactoringWorkflow Refactoring
Workflow RefactoringKevin Cao
 
Oculus insight building the best vr aaron davies
Oculus insight building the best vr   aaron daviesOculus insight building the best vr   aaron davies
Oculus insight building the best vr aaron daviesMary Chan
 
CubeJS: eBay’s Node.js Adoption Journey
CubeJS: eBay’s Node.js Adoption JourneyCubeJS: eBay’s Node.js Adoption Journey
CubeJS: eBay’s Node.js Adoption JourneyPatrick Steele-Idem
 
Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect techniqueMinGeun Park
 
We aint got no time - Droidcon Nairobi
We aint got no time - Droidcon NairobiWe aint got no time - Droidcon Nairobi
We aint got no time - Droidcon NairobiDanny Preussler
 
Full stack development in Go
Full stack development in GoFull stack development in Go
Full stack development in GoYves Junqueira
 
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...Peter Leschev
 
Silverlight vs HTML5 - Lessons learned from the real world...
Silverlight vs HTML5 - Lessons learned from the real world...Silverlight vs HTML5 - Lessons learned from the real world...
Silverlight vs HTML5 - Lessons learned from the real world...Peter Gfader
 
Gestire la qualità del codice con Visual Studio, SonarQube ed Azure Devops
Gestire la qualità del codice con Visual Studio, SonarQube ed Azure DevopsGestire la qualità del codice con Visual Studio, SonarQube ed Azure Devops
Gestire la qualità del codice con Visual Studio, SonarQube ed Azure DevopsGian Maria Ricci
 
Html5 devconf nodejs_devops_shubhra
Html5 devconf nodejs_devops_shubhraHtml5 devconf nodejs_devops_shubhra
Html5 devconf nodejs_devops_shubhraShubhra Kar
 

Similar to Better, Faster, Smarter, Witcher. Production tips from The Witcher 3: Wild Hunt – Hearts of Stone (20)

How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
 
Supersize your production pipe enjmin 2013 v1.1 hd
Supersize your production pipe    enjmin 2013 v1.1 hdSupersize your production pipe    enjmin 2013 v1.1 hd
Supersize your production pipe enjmin 2013 v1.1 hd
 
Ottawa unity user_group_feb13_2015
Ottawa unity user_group_feb13_2015Ottawa unity user_group_feb13_2015
Ottawa unity user_group_feb13_2015
 
PuppetConf 2014 Killer R10K Workflow With Notes
PuppetConf 2014 Killer R10K Workflow With NotesPuppetConf 2014 Killer R10K Workflow With Notes
PuppetConf 2014 Killer R10K Workflow With Notes
 
Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...
Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...
Puppet Camp Melbourne Nov 2014 - A Build Engineering Team’s Journey of Infras...
 
Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...
Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...
Git workflows á la-carte, Presenation at jdays2013 www.jdays.se by Nicola Pao...
 
Don't Over-React - just use Vue!
Don't Over-React - just use Vue!Don't Over-React - just use Vue!
Don't Over-React - just use Vue!
 
10 Ways To Improve Your Code
10 Ways To Improve Your Code10 Ways To Improve Your Code
10 Ways To Improve Your Code
 
Workflow Refactoring
Workflow RefactoringWorkflow Refactoring
Workflow Refactoring
 
Oculus insight building the best vr aaron davies
Oculus insight building the best vr   aaron daviesOculus insight building the best vr   aaron davies
Oculus insight building the best vr aaron davies
 
CubeJS: eBay’s Node.js Adoption Journey
CubeJS: eBay’s Node.js Adoption JourneyCubeJS: eBay’s Node.js Adoption Journey
CubeJS: eBay’s Node.js Adoption Journey
 
Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect technique
 
Component-first Applications
Component-first ApplicationsComponent-first Applications
Component-first Applications
 
We aint got no time - Droidcon Nairobi
We aint got no time - Droidcon NairobiWe aint got no time - Droidcon Nairobi
We aint got no time - Droidcon Nairobi
 
From Web to Mobile with Stage 3D
From Web to Mobile with Stage 3DFrom Web to Mobile with Stage 3D
From Web to Mobile with Stage 3D
 
Full stack development in Go
Full stack development in GoFull stack development in Go
Full stack development in Go
 
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
How Atlassian's Build Engineering Team Has Scaled to 150k Builds Per Month an...
 
Silverlight vs HTML5 - Lessons learned from the real world...
Silverlight vs HTML5 - Lessons learned from the real world...Silverlight vs HTML5 - Lessons learned from the real world...
Silverlight vs HTML5 - Lessons learned from the real world...
 
Gestire la qualità del codice con Visual Studio, SonarQube ed Azure Devops
Gestire la qualità del codice con Visual Studio, SonarQube ed Azure DevopsGestire la qualità del codice con Visual Studio, SonarQube ed Azure Devops
Gestire la qualità del codice con Visual Studio, SonarQube ed Azure Devops
 
Html5 devconf nodejs_devops_shubhra
Html5 devconf nodejs_devops_shubhraHtml5 devconf nodejs_devops_shubhra
Html5 devconf nodejs_devops_shubhra
 

More from DevGAMM Conference

The art of small steps, or how to make sound for games in conditions of war /...
The art of small steps, or how to make sound for games in conditions of war /...The art of small steps, or how to make sound for games in conditions of war /...
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
 
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
 
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...DevGAMM Conference
 
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...DevGAMM Conference
 
AI / ML for Indies / Tyler Coleman (Retora Games)
AI / ML for Indies / Tyler Coleman (Retora Games)AI / ML for Indies / Tyler Coleman (Retora Games)
AI / ML for Indies / Tyler Coleman (Retora Games)DevGAMM Conference
 
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
 
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...DevGAMM Conference
 
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...DevGAMM Conference
 
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...DevGAMM Conference
 
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)DevGAMM Conference
 
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)DevGAMM Conference
 
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...DevGAMM Conference
 
How to increase wishlists & game sales from China? Growth marketing tactics &...
How to increase wishlists & game sales from China? Growth marketing tactics &...How to increase wishlists & game sales from China? Growth marketing tactics &...
How to increase wishlists & game sales from China? Growth marketing tactics &...DevGAMM Conference
 
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)DevGAMM Conference
 
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...DevGAMM Conference
 
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...DevGAMM Conference
 
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...DevGAMM Conference
 
Branded Content: How to overcome players' immunity to advertising / Alex Brod...
Branded Content: How to overcome players' immunity to advertising / Alex Brod...Branded Content: How to overcome players' immunity to advertising / Alex Brod...
Branded Content: How to overcome players' immunity to advertising / Alex Brod...DevGAMM Conference
 
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...DevGAMM Conference
 
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...DevGAMM Conference
 

More from DevGAMM Conference (20)

The art of small steps, or how to make sound for games in conditions of war /...
The art of small steps, or how to make sound for games in conditions of war /...The art of small steps, or how to make sound for games in conditions of war /...
The art of small steps, or how to make sound for games in conditions of war /...
 
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
 
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
 
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
 
AI / ML for Indies / Tyler Coleman (Retora Games)
AI / ML for Indies / Tyler Coleman (Retora Games)AI / ML for Indies / Tyler Coleman (Retora Games)
AI / ML for Indies / Tyler Coleman (Retora Games)
 
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
 
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
 
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
 
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
 
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
 
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
 
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
 
How to increase wishlists & game sales from China? Growth marketing tactics &...
How to increase wishlists & game sales from China? Growth marketing tactics &...How to increase wishlists & game sales from China? Growth marketing tactics &...
How to increase wishlists & game sales from China? Growth marketing tactics &...
 
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
 
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
 
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
 
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
 
Branded Content: How to overcome players' immunity to advertising / Alex Brod...
Branded Content: How to overcome players' immunity to advertising / Alex Brod...Branded Content: How to overcome players' immunity to advertising / Alex Brod...
Branded Content: How to overcome players' immunity to advertising / Alex Brod...
 
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
 
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
 

Recently uploaded

New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostZilliz
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Mattias Andersson
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clashcharlottematthew16
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfRankYa
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024The Digital Insurer
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupFlorian Wilhelm
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...Fwdays
 
The Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdfThe Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdfSeasiaInfotech2
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024Stephanie Beckett
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):comworks
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Manik S Magar
 
DevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsDevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsSergiu Bodiu
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Commit University
 
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmatics
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmaticsKotlin Multiplatform & Compose Multiplatform - Starter kit for pragmatics
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmaticscarlostorres15106
 
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...Patryk Bandurski
 

Recently uploaded (20)

New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
Powerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time ClashPowerpoint exploring the locations used in television show Time Clash
Powerpoint exploring the locations used in television show Time Clash
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdf
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project Setup
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
 
The Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdfThe Future of Software Development - Devin AI Innovative Approach.pdf
The Future of Software Development - Devin AI Innovative Approach.pdf
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):
 
DMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special EditionDMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special Edition
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!
 
DevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platformsDevEX - reference for building teams, processes, and platforms
DevEX - reference for building teams, processes, and platforms
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!
 
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmatics
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmaticsKotlin Multiplatform & Compose Multiplatform - Starter kit for pragmatics
Kotlin Multiplatform & Compose Multiplatform - Starter kit for pragmatics
 
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
Integration and Automation in Practice: CI/CD in Mule Integration and Automat...
 

Better, Faster, Smarter, Witcher. Production tips from The Witcher 3: Wild Hunt – Hearts of Stone

  • 1.
  • 2.
  • 3. BETTER, FASTER, SMARTER, WITCHER. PRODUCTION TIPS FROM "THE WITCHER 3: WILD HUNT - HEARTS OF STONE” STAN JUST PRODUCER
  • 4.
  • 5.
  • 6.
  • 7. 1. Gathering data 2. Identifying improvements opportunities 3. Designing improvements 4. Executing on the design 5. Control your est. landing dates 6. Examples 7. Examples 8. Examples AGENDA
  • 10. PRODUCTION IMPROVEMENT QUALITY SCOPE TIME COST EMPLOYEE SATISFACTION
  • 13. 1. Do it for the closure 2. Pick only FEW most important points 3. Remember about them! POSTMORTEMS
  • 15. QUESTIONS Wrong Better „Is it possible to…” „Would it be hard…” „Could we…” „How much time would it require to…” [multiply answer by x2/x3 depending on a person] „Is it done/finished?” „Is it ready?” „When could I review this together with Game Director?” „What will you be doing tomorrow?” „When can we schedule a review of this?”
  • 17. HOW MUCH TIME DO YOU NEED FOR THAT FEATURE? WHEN WE WILL HAVE A FINISHED, SHIPPABLE VERSION OF THAT FEATURE IN THE GAME? ABOUT 3 DAYS. IN 3 MONTHS.
  • 18.
  • 19. ILUSTRATING PROCESSES Waiting for a script Waiting for a draft Draft WIP Waiting for draft review Waiting for alpha Alpha WIP Waiting for alpha review Waiting for beta Beta WIP Waiting for beta review Debugging/Polishing WIP Approved/Closed 5 MD 5 MD 0,5 MD 1 MD 20 MD 1 MD 1 MD 30 MD 1 MD 1 MD 1 MD 0 MD
  • 20. ILUSTRATING PROCESSES 74% 18% 4% 4% Process time distribution Waiting to proceed with another step Step WIP Waiting for a review Review, debug/polish, other Blocked by other dept. 72% Waiting for an artist 28%
  • 21. 1. Pipeline optimisation 2. Communication across departments 3. Cross-departmental dependencies 4. Process automation 5. Tools upgrade PROCESS IMPROVEMENTS OPPORTUNITIES
  • 23. DESIGN IMPROVEMENTS Problem Reason Need Methods Animators are often blocked while waiting on proper monster models Character artists first priority are the main characters for the game pushing monsters further down the line Change the priorities to prepare monsters first 1. Convinve stakeholders that they don’t need main characters so urgently 2. Create proxy / placeholders models first
  • 24. DESIGN IMPROVEMENTS Problem Reason Need Methods Reviews are forcing many cutscenes to be reworked or significantly altered even after mocap sessions Scenes haven’t been properly reviewed before mocap sessions and right after it More reviews on every step of the process 1. Create an animatic step between scenarios and mocap* 2. Review animatics and early integrations in the game not in Motion Builder 3. Use placeholders when possible (for props and VO!) 4. Use automatic notifications to minimize slack between stages and streamline communication *Absence of storyboard step is intentional
  • 25. DESIGN IMPROVEMENTS Problem Reason Need Method Dialogue sequences require a lot of adjustments throughout production Multiple changes in locations, characters, props, anims, VOs, quest Control, minimize, anticipate and plan for changes 1. Integrate uncleaned anims right from mocap 2. Record placeholder VO’s and try to keep timing 3. Design VO postprocessing early 4. Use automatic notifications about progres 5. Request and integrate placeholder props early 6. Include larger buffers *Placeholder VO recordings required a feature
  • 26. EXECUTE ON THE DESIGN
  • 28. MONSTERS INTERDEPARTMENTAL WORKFLOW Waiting for a quest request Brief WIP Waiting for a brief review Waiting for a concept Concept WIP Waiting for a concept review Waiting for a model Model WIP Waiting for a model review Model debugging Waiting for final anim pass* Final anim pass WIP Waiting for final anim pass review Anim debugging Waiting for final VFX pass* Final VFX pass WIP Final VFX pass review Waiting for final SFX pass* Final SFX pass WIP Waiting for final SFX pass review Performance optimisation Closed / Approved *Previous steps done before
  • 29. PROCESS IMPROVEMENT EXAMPLES Project Process change Consequences W3 base game Priority on main characters; quest items last Animators don’t have models delivered on time and need to adjust gmpl animations and scenes later on HoS expansion Priority on monsters than main characters; quest items last Animators start with a model already done (or at least high- poly) but cinematics still adjust scenes to final models BaW expansion Priority on monsters than quest items placeholders, than main characters *Animators start with already done model and cinematics don’t need to do any further adjustments when final item/prop is delivered MONSTERS INTERDEPARTMENTAL WORKFLOW
  • 30. CUTSCENES WORKFLOW Waiting for a script Waiting for an animatic Animatic WIP Waiting for animatic review Waiting for alpha/integration Alpha/integration WIP Waiting for alpha/integration review Waiting for beta Beta WIP Waiting for beta review Waiting for facial animation Facial animation WIP Waiting for facial animation review Debugging/Polishi ng WIP Approved/Closed
  • 31. PROCESS IMPROVEMENT EXAMPLES Project Process change Consequences W3 base game Infrequent storyboards; no placeholders Saved time on placeholders but lost more time because of changes done later in the process HoS expansion Essential animatics implemented in the game but without placeholders Saved time on early reviews of animatics but lost some time on adaptation to final assets BaW expansion Essential in-engine animatics + integration requires placeholders *Time saving on early reviews & on adaptation to final assets thanks to placeholders CUTSCENES WORKFLOW
  • 32. DIALOGUES WORKFLOW Waiting for a script Waiting for a draft Draft WIP Waiting for draft review Waiting for alpha Alpha WIP Waiting for alpha review Waiting for beta Beta WIP Waiting for beta review Debugging/Polishing WIP Approved/Closed
  • 33. PROCESS IMPROVEMENT EXAMPLES Project Process change Consequences W3 base game Dialogue scenes adjusted significantly after animation and VO’s are recorded – very late in the proces Working on any dialogue which is written Lost of time because of anim + VO adjustment Scene change after assets are delivered Location changes forced a lot of adjustments HoS expansion Doubling the amount of people working on animations to deliver them earlier Working on scenes which are ready from story and location side (adjusting blockout with quest designer) Amount of custom anims caused same lost of time because of anims + VO adjustment Scene change after assets are delivered Location changes were not so often BaW expansion Implementation of raw anims (without cleaning) Implementation of placeholder VO’s Better mocap data quality (new cameras) Location blockouts adjusted by quest + scene team New PMS notifies us about any change instantly Dialogues require less adjustments later in the process Animation require less cleaning Location changes are not so often and we know about them instantly DIALOGUES WORKFLOW
  • 35. „BACKLOG CREATION Geralt goes to a small fort where Olgierd resides. There, the witcher accepts a contract to kill a monstrous creature that lives and kills in the Oxenfurt sewers. After reaching his destination, Geralt runs into Shani, who is currently looking for a medicinal substance in the sewers. Location | 22 MD Secondary character | 28 MD 8x custom bandit | 16 MD P1 dialogue | 7 MD Custom creature | 35 MD Custom bossfight | 80 MD Level design | 8 MD Secondary character | 28 MD P2 cutscene | 11 MD
  • 36. BACKLOG CREATION Location | 22 MD Secondary character | 28 MD 8x custom bandit | 16 MD P1 dialogue | 7 MD Custom creature | 35 MD Custom bossfight | 80 MD Level design | 8 MD Secondary character | 28 MD P2 cutscene | 11 MD CINEMATICS | 18 MD ENVIRONMENT | 30 MD CHARACTERS | 107 MD GAMEPLAY | 27 MD ANIMATIONS | 53 MD
  • 37. Buffered workload Estimated absences Amount of people available during the project Estimated LANDING DATE
  • 38. LANDING DATES Department Landing Date Environment 13/02/2016 Characters 24/02/2016 Gameplay 15/01/2016 Animations 28/01/2016 Cinematics 15/04/2016! Requires mitigation!
  • 39. LANDING DATES Characters 13/03/2016! Item name Initial Estimate [MD] Remaining Estimate [MD] Actual Cost [MD] P1 dialogue 5 0 12 P2 cutscene 10 9 1 P5 dialogue 2 0 4 P5 dialogue B 2 0 1 P5 dialogue C 2 2 0 P5 dialogue D 2 2 0 P4 dialogue 3 3 0 Daily update! Requires mitigation!
  • 41.
  • 42. 6 MLN COPIES SOLD IN 6 WEEKS
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48. T H A N K YOU

Editor's Notes

  1. Musi być śmiesznie/śmiesznawo Musza być foty lub filmiki – np. pompki płotki Musi być przydatnie Czy coś dodawać o metodach optymalizacji procesów? (MBA stuff?) 1.Gathering data – postmortems, obserwation, talks, ask questions (how to ask and how NOT to ask questions), always doubt something; czemu ktoś zrobił tak a nie inaczej 2. Analiza – zastanawianie się gdzie tracimy czas i co dałoby się zoptymalizować. Generalnie każda czynność niekreatywna może być zautomatyzowana- edytor dialogów z gestami/akcentami, aktualizowanie statusów przy aktualizacji; co zabiera najwięcej czasu; czasami to może być w formie wykresu (% ile czasu na cos nam schodzi) lub skomplikowania procesu, który przechodzimy mimo, ze nigdy nikt tego nie spisal/zilustrowal (proces zawsze istnieje! Jeśli ktoś mówi, ze nie ma procesu to prawdopodobnie znaczy, ze da się go ulepszyć!) Zaprojektowanie systemu pipeline’u / procesu, który ma zwiększyć jakość – konkrety, czy to będą spotkania, czy automatyzacja, jak to planujemy zrobić czy w to wszyscy wejdą, ile to kosztuje, praktyka=prostota Execution, żaden plan się nie powiedzie jeśli się go nie wypełni prawidłowo, a zazwyczaj są z tym problemy, bo ludzie się boją nowego, trzeba ich uczyć itp. Results
  2. Musi być śmiesznie/śmiesznawo Musza być foty lub filmiki – np. pompki płotki Musi być przydatnie Czy coś dodawać o metodach optymalizacji procesów? (MBA stuff?) 1.Gathering data – postmortems, obserwation, talks, ask questions (how to ask and how NOT to ask questions), always doubt something; czemu ktoś zrobił tak a nie inaczej 2. Analiza – zastanawianie się gdzie tracimy czas i co dałoby się zoptymalizować. Generalnie każda czynność niekreatywna może być zautomatyzowana- edytor dialogów z gestami/akcentami, aktualizowanie statusów przy aktualizacji; co zabiera najwięcej czasu; czasami to może być w formie wykresu (% ile czasu na cos nam schodzi) lub skomplikowania procesu, który przechodzimy mimo, ze nigdy nikt tego nie spisal/zilustrowal (proces zawsze istnieje! Jeśli ktoś mówi, ze nie ma procesu to prawdopodobnie znaczy, ze da się go ulepszyć!) Zaprojektowanie systemu pipeline’u / procesu, który ma zwiększyć jakość – konkrety, czy to będą spotkania, czy automatyzacja, jak to planujemy zrobić czy w to wszyscy wejdą, ile to kosztuje, praktyka=prostota Execution, żaden plan się nie powiedzie jeśli się go nie wypełni prawidłowo, a zazwyczaj są z tym problemy, bo ludzie się boją nowego, trzeba ich uczyć itp. Results
  3. Initial vs actual
  4. Question everything
  5. Ishikawa diagram
  6. <łańcuch ze stepami i ilością czasu poświęconą na każdy z nich>
  7. Change in pririties Change in work distribution/order Change in order of steps (when reviews should occur) Usually proces optimisations possibilities can be found across departments which may be difficult to introduce
  8. Pomysl jest taki, żeby pokazac w teorii ten proces, czyli skąd się wzięły te pomysły na charactersy, dialogi, strike teamy (questy) i cutsceny Communication across departments, e.g. strike-teams Cross-departmental dependencies, e.g. placeholder; different priorities Process automation, e.g. reassing done automatically after adding info in request Tools upgrade, e.g. software and hardware
  9. Pomysl jest taki, żeby pokazac w teorii ten proces, czyli skąd się wzięły te pomysły na charactersy, dialogi, strike teamy (questy) i cutsceny Communication across departments, e.g. strike-teams Cross-departmental dependencies, e.g. placeholder; different priorities Process automation, e.g. reassing done automatically after adding info in request Tools upgrade, e.g. software and hardware
  10. Pomysl jest taki, żeby pokazac w teorii ten proces, czyli skąd się wzięły te pomysły na charactersy, dialogi, strike teamy (questy) i cutsceny Communication across departments, e.g. strike-teams Cross-departmental dependencies, e.g. placeholder; different priorities Process automation, e.g. reassing done automatically after adding info in request Tools upgrade, e.g. software and hardware
  11. Execution is the key Remind everybody all the time what’s the risk and why we are doing this
  12. EXAMPLES Characters proces change W3 – main characters -> mistake: animations had trouble HoS – monsters -> animations may progres BaW – monsters + placeholders for cinematics -> animations and cs can progress
  13. EXAMPLES Characters proces change W3 – main characters -> mistake: animations had trouble HoS – monsters -> animations may progres BaW – monsters + placeholders for cinematics -> animations and cs can progress
  14. EXAMPLES Characters proces change W3 – main characters -> mistake: animations had trouble HoS – monsters -> animations may progres BaW – monsters + placeholders for cinematics -> animations and cs can progress
  15. EXAMPLES Cutscenes proces change Infrequent storyboards -> story changed Essential animatics in the game to adjusted story -> no placeholders e.g. VO Animatics with proper placeholders based on together created story, e.g. VO’s in engine
  16. EXAMPLES Characters proces change W3 – main characters -> mistake: animations had trouble HoS – monsters -> animations may progres BaW – monsters + placeholders for cinematics -> animations and cs can progress
  17. How are we creating backlogs? -> Getting the script -> examples’ USER STORY -> Translating to MD – basic on past, on pipeline, partly involves dependencies -> calculating landing dates with buffers = gives you info when we should land if we organize it right? -> adjust calculations through dependencies and setup milestones? *here is the part that we work on the most currently
  18. How are we creating backlogs? -> Getting the script -> examples’ USER STORY -> Translating to MD – basic on past, on pipeline, partly involves dependencies -> calculating landing dates with buffers = gives you info when we should land if we organize it right? -> adjust calculations through dependencies and setup milestones? *here is the part that we work on the most currently
  19. How are we creating backlogs? -> Getting the script -> examples -> Translating to MD – basic on past, on pipeline, partly involves dependencies -> calculating landing dates with buffers = gives you info when we should land if we organize it right? -> adjust calculations through dependencies and setup milestones? *here is the part that we work on the most currently
  20. How are we creating backlogs? -> Getting the script -> examples -> Translating to MD – basic on past, on pipeline, partly involves dependencies -> calculating landing dates with buffers = gives you info when we should land if we organize it right? -> adjust calculations through dependencies and setup milestones? *here is the part that we work on the most currently
  21. How are we creating backlogs? -> Getting the script -> examples -> Translating to MD – basic on past, on pipeline, partly involves dependencies -> calculating landing dates with buffers = gives you info when we should land if we organize it right? -> adjust calculations through dependencies and setup milestones? *here is the part that we work on the most currently