Distributed Game Development: Harnessing Global Talent to Create Winning Games, 1st Edition (Paperback) book cover

Distributed Game Development

Harnessing Global Talent to Create Winning Games, 1st Edition

By Tim Fields

Routledge

228 pages

Purchasing Options:$ = USD
Paperback: 9780240812717
pub: 2010-03-02
Currently out of stock
$46.95
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Hardback: 9781138427488
pub: 2017-08-21
$195.00
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Description

Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include:

Table of Contents

Distributed Game Development

Introduction

i. Overview

ii. Who is this document for?

Preamble on Distributed Development

i. Why would you have distributed development?

ii. Who we will meet in our case studies, and why we care about what they have to say.

Chapter 1: Organizing Your Teams

i. Types of Distributed Collaboration: How to Know what you need

ii. How to pick external collaborators

a. INTERVIEW: Fay Griffith - Head of outsourcing and external development, Electronic Arts. On How to Select Partners

iii. How to pick an external team

iv. Insourcing

v. Roles & Responsibilities

a. INTERVIEW: Sergio Rosas - Studio Head CGBot, Monterrey Mexico. On Tailoring Creation Teams for Different Clients

vi. Subcontractors

vii. Quality Assurance

viii. Localization

ix. Infrastructure

x. The contract and other legal issues

xi. Failure Study: When the Organization phase went wrong.

Chapter 2: Getting off on the right foot

i. Defining project parameters

1. Scheduling Goals, Techniques, Milestones

ii. Make sure you have a shared vision.

a. INTERVIEW: Bill Byrne - Freelance Motion Graphics Editor. Setting project tone through visuals.

iii. Kickoff Meetings

iv. Scheduling Types & Tactics

1. SCRUM/AGILE vs. WATERFALL

a. INTERVIEW: Everett Lee - Producer, Sony Entertainment. ?How to lead great teams through more agile planning.

v. Failure Study: When the schedule is wrong.

vi. Failure Study: When your vision is clouded.

Chapter 3: Maintaining the organism

i. Establishing & Maintaining Trust

a. INTERVIEW: Kyle Clark - VP Production, ReelFX. Delivering content to spec for motion pictures & television.

ii. Progress Checkpoints

iii. Milestones

iv. How to deal with product goal or design changes

a. INTERVIEW: Rhett Bennatt - Project Manager, Aspyre Entertainment. Nimble projects for maximum profits.

v. Cross Pollination

vi. Finaling and product submission

vii. Planning for your next date

viii. Failure Study: Feature Creep and the carnival of design changes.

Chapter 4: Site Visits

i. Site visits

ii. Who to send & why

iii. When to go?

a. INTERVIEW: Michael Wyman - Founder, Big Splash Entertainment. Distributed development for Casual Games.

iv. Representing your company and the project while on site.

v. Communication

vi. Language barriers

vii. Dealing with distractions

viii. Cultural Differences

a. INTERVIEW: Frank Klier - Senior Technical Director, Microsoft. Coordinating technical solutions across cultural boundaries.

ix. Regional Conditions

x. Helpful Tools for staying in touch with home base

xi. Failure Study: What happens when communication between home base and the field goes awry.

Chapter 5: Common Situations

i. Hot Potato Projects

a. INTERVIEW: Mark Greenshields - President, Firebrand Games. Delivering quality products on time.

ii. Crisis Management

iii. The constantly moving target

iv. Bug Counts / Defect management

v. Localization

vi. Central Content Teams

vii. Central Tech Groups

viii. Sense of Urgency

a. INTERVIEW: Dave Hawkins - Managing Director, Exient LTD. How to select projects for your development team.

ix. Failure Case: When the bugs eat you.

Conclusions:

i. Wrapping it up

ii. What the future holds

iii. Where to get more information

iv. Helpful templates

About the Author

Tim Fields has been in the game industry since 1995 as a producer, project manager, design lead, and business developer. Tim has helped small studios and top publishers like EA and Microsoft run teams that create great games. He has worked on shooters, sports games, racing titles, and RPGs using talent and teams from North America, Asia, Europe, and the UK.

Subject Categories

BISAC Subject Codes/Headings:
ART046000
ART / Digital

Sample Chapters