2. Developers
A video game developer is a software
developer (a business or an individual)
that creates video games
A developer may specialize in a certain
video game console, such as Sony's
PlayStation 3, or may develop for a
variety of platforms
3. Game Developer (Business)
Owned and run by a
game publisher
An independently owned
company that may work
for different publishers
A company that develops video games is also called a
Game Studio.
Game Studios may be:
4. Game Developer (Individual)
One or more individuals
working freelance
A game developer may also be:
When applied to an individual, the term “game developer”
may also refer specifically to a game programmer. Game
programmers are also called:
• Coders
• Engineers
5. Development Teams
The lone, “auteur” game developer is a
myth.*
*Unless you’re Notch.
Are you Notch?
No, you are not.
15. Do I Need To Know Math?
Yes! Mathematics is not just for programmers!
Geometry is maths too. As are statistics. And
probability. And proportion. And even project
management and budgeting. Maths is
everywhere and it isn’t hard. Especially when it’s
applied. So let’s debunk that myth right here.
22. Business Development
Responsible for finding sales and
growth opportunities
Finding new clients
Keeping existing clients
Maintaining client satisfaction
23. Specialist Vs. Generalist
The industry has places for both, but in
different contexts.
Which one are you?
Hint: If you don’t know, you are not a specialist.
27. Pre-Production
Game Design Document (GDD): A document
describing the game vision and how the game
will work.
Technical Design Document (TDD): A
document describing how the game will be
created
Prototype/First Playable: An early playable
version of the game
Detailed Schedule and Budget
28. Who Is Busy During Pre-
Production?
Busiest: Designer
Very Busy: Producer, Lead
Programmer, Lead or Conceptual
Artist
Somewhat Busy: Other
Programmers, Artists
Not Busy: Audio, Testers
30. The Pre-Production Problem
What can you do about the problem of the
rest of the team being idle while only a few
members are doing preproduction?
If possible, do preproduction on the next
project while the rest of the team is
finishing up the current project.
31. Production
Team ramps up (adds more people)
to create:
All the game features (Alpha code)
All the game assets (art and audio)
All the game levels
43. Regional Preferences
Cameras and gameplay may need to be adjusted
for some regions.
The US doesn’t like “grinding,” which is highly
popular in Asia
US stories are often simplified and glorify
Americans, Japanese stories tend to be esoteric
Japan doesn’t like “searching” for items
Asia prefers linearity, the US prefers open-ended
First Person mode tends to cause negative
physical reactions in Japan
44. Western Vs. Asian Views On
Gameplay
Extra Credits, Season 2, Episode 17 - The
Myth Of The Gun (5:53)
45. Who Is Busy During Post-
Production?
Busiest: Programmers, Testers
Very Busy: Producer
Somewhat Busy: Designer
A Little Busy: Artists, Audio
46.
47. Development Methodologies
Waterfall: A sequential process in
which development is seen as
flowing downwards (like a waterfall)
through pre-determined stages
Agile: An iterative process in which
the project is re-evaluated at the end
of each cycle
48.
49.
50.
51. Scrum
A flexible holistic strategy where a
development team works together to
reach a common goal
The word “scrum” is a rugby term,
referring to the manner of restarting
after a minor infraction
52. Stakeholder
A person, group, organization, or system who affects or
can be affected by an organization's actions. They
have a vested interest in the project.
Stakeholders may have different levels of involvement
in a project. Some may be merely contribute, while
others are more committed.
53. Stakeholders in a Game Project
Committed (Pigs)
• Development Team
• Producer
• Quality Assurance
Contributors (Chickens)
• Sales
• Marketing
• Finance
• Customer
54. Roles
Project Owner: Represents the stakeholders and
is the voice of the customer. S/he is accountable
for delivering value
Team: Responsible for delivering a shippable
project in incremental steps
Scrum Master: Enforces the rules of Scrum.
Responsible for removing obstacles to the team.
Acts as a buffer between the team and distracting
influences.
55.
56. Project Backlog
An ordered list of requirements for the product:
features, bug fixes, non-functional requirements
(such as documentation)
The items are ordered by the Product Owner based
on considerations like risk, business value, etc.
The features added to the backlog are commonly
written in a story format. (“As a user, I would like
to…”)
57. Scrum Elements
Sprint: The basic unit of development
in Scrum. The sprint is a “timeboxed”
effort – normally between one week
and one month.
Sprint Backlog: The list of tasks to be
accomplished during that sprint.
Sprint Planning Meeting: At the
beginning of every sprint, a planning
meeting is held to decide what work is
to be done and prepare the sprint
backlog.
58. Daily Scrum (Daily Standup)
A timeboxed meeting (usually set to 15
minutes) of the development team. It
should be held at the same time and
location every day. Each team member
answers three questions:
What have you done since yesterday?
What are you doing today?
Are there any obstacles?
59. End of Sprint
Sprint Review Meeting: Completed
work is reviewed with the
stakeholders (“the demo”)
Sprint Retrospective: The team
members discuss improvements to
the process
61. Hybrid
An approach in which Scrum Sprints
occur between Waterfall Milestones
Many game studios use a Hybrid
methodology rather than a pure
Agile approach
64. Testing vs. Playing
At home, you play games to have fun. You
get to choose what to play, when to play, and
how to play it.
Testing games can still be fun, but you have
fewer choices about what, when and how to
play. Everything you do when you play has a
purpose.
65. Purposes of Game Testing
Find defects in the code or design
Demonstrate which parts of the
game are working properly
66. Two Types of Testing
Gameplay Testing
“It’s too hard.”
“The hats should be blue.”
“Why can’t we have bigger guns?”
Bug Testing
“Game crashes when I do this…”
“Quest giver doesn’t reward me after I turn quest
in.”
“Barbie says ‘Ima kill you!’”
67. In Other Words
Gameplay Testing is subjective and opinion
based
Bug Testing is objective and fact based
68. QA Tools
Test Kit (PC, console, etc.)
Headphones
Video/audio capture
Test Plan
Bug Database
69. Test Plan
Written by Lead Tester (or Project
Manager)
Exercises every feature and asset in the
game
Used as the basis of check sheets
70. Writing a Bug Report
Bug #
Summary (Headline)
Location or Component
Description
Expected Result / Actual Result (when bug is not
obvious)
Steps to reproduce
Reproduction Rate
Severity
Priority
71. Bug Severities
A = (Blocker / Critical) Fatal flaw. No-ship
issue.
Crashes, freezes, can’t finish game
B = (Major / Normal) Serious flaw.
Features don’t work properly
C = (Minor / Trivial) Minor flaw.
Glitches in artwork, typos, minor annoyances
72. The Judger
Step-by-step or checklist-based testing
Conventional game-playing
Repetitive testing
Factual accuracy of game
Concerned about game contents
Requires a very structured, ordered,
predictable environment
73. The Perceiver
Open-ended or outline-based testing
Unconventional game-playing
Testing variety
Realistic experience of game
Concerned about game context
Like a laid-back approach
74. The QA Process
QA Team tests build
QA Team reports defects
Development Team fixes defects
QA Team tests new build
QA Team verifies or rejects fixes
QA Team tests for new defects
75. Bug Resolution
Bug Meeting
Production
QA
Marketing
Every Open Bug is Reviewed
Must Fix
As Is / ISV
Patch