Maximize Your Production Effort (English)

16 de Nov de 2011
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
Maximize Your Production Effort (English)
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Maximize Your Production Effort (English)

Notas do Editor

  1. Programmers sat in dark offices and built an entire video game.Some of them that had a partial right-brain, also created the artwork
  2. The chance of hiring a programmer that has good artistic skills is slim-to-nonePeople started to realize this fairly early on and hired a token artist
  3. Oct 2008: Richard Garriott is the first game designer in space.The creator of the Ultima series of video games was launched into orbit with a crew aboard a Soyuz TMA spacecraft.
  4. Some assertions…Quality comes from iteration – more iteration cycles, higher qualityMore time = more iteration cycles = more quality
  5. In the land of the AAA product, Iteration is king!
  6. Because you…
  7. What breaks flow?If you’re as impatient as me, then you are acutely aware of latency in almost every consumer electronic device that you interact with, daily.For example, drawing cash from an ATM, authorization after punching your PIN into a supermarket checkout, etc.In a production environment, the time that is taken by artists or designers waiting for results to happen after they hit the “do stuff now” button is wasted time that is hard to hide with multi-tasking.What I mean by that is that typically they are either:1/ Too short to switch gears and do meaningful work while waiting for the results OR2/ Too long to wait for the results, so the gear switching is a long one and the person loses momentum on that task altogether
  8. The rest of this talk will be divided between 6 sections related to the Production Pipeline
  9. To illustrate my breakdown of “the pipeline” here is a slightly contrived example of the lifecycle of a typical new game feature, in an authoring pipeline... PC enters instance of EvilThingSpawnTriggerVolume, causes evil NPCs to be spawned that want to cause PC harm
  10. Some rules of thumb…
  11. Take a step back, look at your process Take inventory, see what works well, what is broken Can you draw a line that easily separates the tools / data that you wish to share with an outsource partner?
  12. Here is a dump of some execution timings for tools in our Data Conversion pipeline Can you generate something similar for analysis?
  13. Pre-define meta-tags (e.g. Building, Detail, Blocker, Light, Trigger) – don’t allow each user to define new ones that are shared by the team Document your pre-defined tags for consistency with outsourcing partners
  14. Pre-define meta-tags (e.g. Building, Detail, Blocker, Light, Trigger) – don’t allow each user to define new ones that are shared by the team Document your pre-defined tags for consistency with outsourcing partners
  15. Wherever possible, source assets should have a clearly defined associated cost.Establish a currency that is well-defined (even if using a meta-points system) and used when referring to budgetsWhen working with an outsourcing studio, this system is invaluable since it allows a black-and-white way to define your expectations regarding asset budgets, and whether they have been met.
  16. Asset meta-currency Each coloured dot = different resource type
  17. Scene cost barometer
  18. DOS Batch files are evil!Seriously, if your studio’s data conversion pipeline consists solely of a bunch of batch files that are run sequentially, take it out the back alley, shoot it, and tell your kids that Floppy died a peaceful death and we’ll get a new one.
  19. I have presented entire lectures on this topic so please free to ping me offline if you have any questions here
  20. Runtime interoperabilityMemory managementProfilingTools IntegrationDo they supply format conversion tools?Can you drive their data conversion tools from the command line?Do they expose an API for deriving input dependency files and resultant output files?
  21. These are non-trivial features for your engine to support Can’t have engine team working in isolation of tools team
  22. Generation of TRC-compliant PSN / XBL packages is a complicated process Familiarize yourself with it early One of the best decisions I’ve made was to set up our PSN package authoring process really early in development – it exposed a dialog with Sony’s external TRC staff that would have delayed the shipping of our game if we hadn’t addressed it then. Don’t leave until Beta!
  23. Package drop Package up assets on each end, send to recipient by some protocolFTP – slooow (but free)Aspera – fast (but costs) I have good personal experience with Aspera; it was our transfer protocol of choice when working with Sony Japan and Sony USA
  24. Problem: Someone needs to hang around after work hours, waiting on a lengthy build process, just so they can push a button to start the FTP/Aspera transferSolution:Have your package build pipeline automatically post the package upon successful completionEasy to do using FTP command line clientI worked with Aspera’s support people to customize their command line client such that we could automate delivery by FASP – now also trivial to implement
  25. At least 1 manager fulltime to manage outsourced assets