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A Framework for Game Production

Reducing the Cone of Uncertainty

(Autor)

Buch | Softcover
408 Seiten
2023
CRC Press (Verlag)
978-0-415-72911-6 (ISBN)
CHF 108,20 inkl. MwSt
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Making Games: A framework, is a book not about what a producer is or does, nor about how you properly manage people. It is more of a "How to cook without a book," book. One which can be used by producers, designers, engineers and artists alike. This book outlines a modern framework for making a game, which prioritizes "gameplay first" prototyping strategies over the antiquated methods of generating large GDD and TDD documentation before teams have even made a single prototype.

Each chapter defines a phase of production and then dives into the key questions that need to be answered during each phase such as such as "Is it fun?" and "Does the market want it?", arguing that if you cannot answer those questions, then your project isn’t where you think it is.

The book covers the key elements of what makes a game "fun" on any platform, and highlights the unique era we are in with free-to-play innovations taking the stage.

Making Games: A Framework, is a book that every role on a project should read, so that teams can produce quality games together with anticipation of what comes next—facing it with confidence and affirmation that they’ve followed the wisest path to launch, no matter what the metacritic score says.

Chapter Outline






Foreward



Introduction





Goals



Background



History




A framework for game development





The GDF





What is the GDF?



Philosophy




Cone of Uncertainty



What’s in a Gate?



What’s in a Phase?



What’s in a milestone?



Managing a milestone



Key owners





Dev team



Pub & marketing team



Company objectives




Production philosophies





Waterfall



Agile






Documentation





Schedule Practice and Planning



Milestone Documents





Milestone Projection



Milestone Report



Milestone Feedback




Phase/Gate Documentation





Concept Presentation








Focus Test Documents



Product Pitch Documentation




Concept Phase





Key Questions:





What’s the game?



What might it cost?



What does the market predict?



Does it meet company objectives?




Ideation





The "Adjacent Possible"



Research & Inspiration




What’s the game?





Game Pitch





Who is your audience?



Deliverable




Finding your Core





The X



The Pillars




Creative Profile



Art Vision



Technology Strategy



Risk Analysis



Team




What’s it cost?





Budget



Staffing Plan



Estimated Launch Window




What’s the market want?





Competitive Analysis



Trend Analysis



Market Analysis Data



How do you make money?



Revenue Range Estimates




Final Analysis: Does it meet company goals?




Prototype Phase





Key Questions:





Will it be fun?



How big is it? Can we make it?



What might it cost?



Does the market want it?



Is it competitive?



Does it monetize effectively, sufficiently and legally?




What is a prototype?





Prototype functions




Will it be fun?





The definition of fun





Compulsion loops





Short term compulsion loops



Long term compulsion loops




The Dopamine Response



Four easy pieces: Action, Goal, Obstacle, Reward





Action



Goal



Obstacle



Reward








How big is it? Can we make it?





GDD



TDD



Risk Analysis (updated)



Milestone Plan




What might it cost?





Budget



Staffing Plan



Launch date target




Does the market want it (still)?





Focus tests




Is it competitive?





Updated market analysis




Does it monetize?




Pre-production Phase





Key questions:





Is the game proven to be fun?



Can we still make it?



What will it cost?



Does the market still want it?



What’s our long term plan?



What’s the opportunity cost?




Is the game proven to be fun?





Horizontal or Vertical Slices




Can we still make it?





Game scope plan



Milestone plan




What will it cost?





Budget



Staffing Plan



Launch window




Does the market still want it?





Focus testing




What’s our long term plan?





P&L forecast



Franchise Plan



Marketing Plan



Publishing Plan




Opportunity cost?




Production & Closing





Making the game!



Outsourcing Process



Localization



Closing for console





Alpha



Beta



Release Candidate



Gold!




Closing for a live service game





Alpha



Closed Beta 1



Closed Beta 2






Launching the Game (as a service)





Open Beta





Scale



Location



How do you know when it’s ready?




Community Management



User retention?



Metrics




Marketing





Marketing trends



Cultural phenomenon



Marketing tools





Search engine keywords



Search engine optimizations



Incentive-based marketing



Content marketing



Clicks, Impressions and Installs






Looking Ahead (conclusions)



Appendix



Glossary

Erscheint lt. Verlag 31.12.2023
Reihe/Serie Focal Press Game Design Workshops
Verlagsort London
Sprache englisch
Maße 191 x 235 mm
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Computerspiele
ISBN-10 0-415-72911-4 / 0415729114
ISBN-13 978-0-415-72911-6 / 9780415729116
Zustand Neuware
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