(adapted from Introduction to Game Development by Steve Rabin) Game Production



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Transcription:

Game Production (adapted from Introduction to Game Development by Steve Rabin) Game Production Developer s view Publisher s view Production Marketing Intellectual Property 101 2 1

Video Game Industry Development Motion-capture provider Art/animation provider Contract QA provider Data Data Bug list Developer Game code Game code Publisher Game code Platform holder (Sony, Microsoft, Nintendo) Game code (master disk) Finished goods Delivery media manufacturer Finished goods Distributor or rep group Finished goods Retailer (Wal-Mart, Target, Toys "R" Us, EB) Finished goods Game samples & marketing materials PR firm & ad agency Game info Media (TV, magazines, Internet) Game info Consumer 3 Revenue from $50 Console Game Amount Purpose Paid By Paid To $3 Cost of goods Publisher Media manufacturer $7 Publishing license royalty Publisher Platform holder $13 Retailer profit Consumer Retailer $3 Markdown reserve Publisher Retailer $8 Development cost Publisher Developer $10 Operating cost Publisher Internal (overhead, freight, co-op, bad debt) $6 Marketing Publisher Ad agencies and media 4 2

Game Developers Can be independent, or subsidiaries of publishers Many developers started on PC due to accessibility of tools Console development requires proprietary development kits and preexisting relationship with publisher 5 Game Development Cover: art, animation, programming, asset management, production Idea for the game ( intellectual property ) can come from developer or publisher Paid set amounts per milestone completed Payments are advances against future royalty payments Royalties are calculated as percentage of publisher s net receipts Definition of net receipts is frequently obscure 6 3

Game Development The Developer is responsible for: Game conception Prototype Design Technology Development and implementation 7 Publishers Publishers handle: Production process Quality assurance Licensing Manufacturing and shipping to retail Sales Consumer marketing and PR HR, finance, investor relations, legal 8 4

Publishers The Publisher is responsible for: Funding/Budget Promotion Marketing Distribution Support 9 Art and Animation Service Providers Developers can outsource art and animation assets to external companies Specified at contract and included in development budget Art houses can become full-service developers with judicious addition of programming talent Cost is a function of quality, team location, and volume of assets 10 5

Quality Assurance Service Providers Alternative to maintaining team of fulltime salaried testers Established in PC publishing, due to amortization of multiple hardware configurations over multiple projects Gaining ground in console publishing; security of sharing proprietary console equipment is a perceived concern 11 Platform Holders Console companies (Nintendo, Sony, Microsoft) control nearly every aspect of games on their platforms Proprietary development hardware and software Permission to become a licensed publisher License to use console company trademarks in marketing materials May require permission to start a game Certification of a finished game Investment in hardware must be offset by revenue from software (around $7/unit for third-party games) 12 6

Platform Holders Revenue comes from: Hardware sales Licensing fees from compatible peripherals First-party games Licensing fees from third-party games Licensing fees from development tools Revenues from sales of proprietary delivery media 13 PCs are an Open Platform Intersecting relationships among: CPU manufacturers, application software providers, graphics chip manufacturers, and box assemblers CPU (Intel, AMD) and graphics chip (NVIDIA, ATI) manufacturers provide developer support and market their technology benefits directly to consumers Application software providers (Microsoft) give developers free tools to ensure compatibility Box manufacturers (Dell, HP) may bundle hot software titles to add value to their sale Low barrier to entry for developers, but high competition for shelf space 14 7

Game Production Developer s view Publisher s view Production Marketing Intellectual Property 101 15 Phases Within Phases Pre-production Production Early production Mid-production Alpha Late production Beta Post-production 16 8

Pre-Production Phase Game Design Document (GDD) Technical Design Document (TDD) Team selection Internal staffing plan 17 The Technical Design Document (TDD) TDD is a statement of the solution to a specific game concept outlined in a Game Design Document (GDD) Foundation for the programming work Identify technical challenges Plan for technical solutions Set forth asset format guidelines 18 9

Plan Everything! Generate task lists from GDD & TDD Including: Programming Assets Demos Approvals Green lights Vacations, holidays QA Work backwards from completion 19 Budgeting Personnel costs Salary x time x involvement % Developer/Contractor payments Equipment & software Supplies Travel & meals Shipments 20 10

In Production Here are some example development periods for different platforms: 4-6 months for a high-end mobile game 18-24 months for an original console game 10-14 months for a license / port 16-36 months for an original PC Game 21 Beginning of Production Programming now underway Kick-off tasks - art creation Kick-off tasks - audio creation 22 11

Red Flag Spotting The usual causes of red flags: Team conflicts Personnel issues Design problems Money troubles Technical glitches Change requests Schedule delays Take immediate action 23 Development Milestones: Milestone Definitions An example milestone schedule for a 20-month development cycle: Milestone Phase Month 1-3 Month 4-6 Month 7-9 Month 10-12 Month 13-15 Month 16-18 Month 19-21 Pre-Production - Core Concept Doc Full Concept Proposal Project Scheduling and Cost Proof of Concept Alpha Stage Beta Stage QA Testing Gold Master Production and Duplication Platform Specific Testing Ship Date 24 12

First Playable Proof of Concept Key game prototype features: Core gameplay mechanic Key selling pts/ pts of difference Game engine / technological proficiency Artistic / styling guide Demonstration of control / camera system Example gameplay goals 25 Development Milestones: Alpha Definition At Alpha stage, a game should: Have all of the required features of the design implemented, but not necessarily working correctly Be tested thoroughly by QA to eliminate any critical gameplay flaws Still likely contain a certain amount of placeholder assets 26 13

Development Milestones: Beta Definition At Beta stage, a game should: Have all content complete Be tested thoroughly for bugs and gameplay tweaks Be shown to press for preview features 27 Development Milestones: Gold Master Definition At Gold Master stage, a game should: Be sent to the platform holder/s (where applicable) for TRC testing Be sent to press for review Be sent to duplication for production Be backed up and stored 28 14

The Producer (In Production) Managing time of production Expecting the unexpected Red flags in mid-production Licenses Working with platform holders Working with marketing 29 Post-Production Marketing ESRB rating Box & docs Strategy guide 30 15

Quality Assurance Test plan The QA database QA the view from inside The QA-producer relationship 31 Marketing How can a developer build a brand for the company? How do you maximize the coverage for a title? What media categories can you get to? What techniques do you use? How do you involve fans? 32 16

Cover all of the Media Bases Developer Media Game Print, Online TV and Radio Consumer Mags Daily Newspapers Business Pubs Game Developer Gamasutra EGM, GameSpy, Fan Sites PC Gamer G4, Tech TV Local and Network TV Wired Time New York Times San Francisco Chronicle Fortune Forbes 33 ENTHUSIAST MEDIA Console PC Online Value Perhaps the best exposure for your game in creating early sales Builds a following with game fans 34 17

Fan Sites Will Give More Coverage Title Specific Communities Type of Game (i.e. FPS or MMORPG) Professional Gamers Sites (i.e. esports) Hundreds of fan sites exist; you just have to do some research 35 Maximizing Press Coverage for a Game Title Announce Product Screen Shots Developer Q&A Negotiate Covers AVI/Trailer More Interviews Flow of Assets Game Elements Beta Previews Game Print Previews Game Site Previews Gold Master Enthusiast Reviews Launch Event Consumer Media Reviews Strategy Guide/Tips & Tricks Marketing is the force of production 36 18

Intellectual Property 101 Patents Protect certain novel, useful and nonobvious inventions having a utilitarian function Copyrights Protect creative expression in a fixed medium Trademarks/Tradedress Confer exclusive rights in any word, symbol or device that serves to identify the source or origin of goods or services Trade secrets Protect commercially valuable secure information whose contents are secured from public knowledge and disclosure 37 IP Content of Video Games Patent examples Hardware technology, media on which game is recorded, and software that enables game to perform its functions Copyright examples Software, artwork, storyline, characters, props, costumes, text, dialogue, sound effects, music Trademark/Tradedress examples Business name of the developer and publisher, game title, mascots (Mario and Sonic), designs, unique packaging Trade secret examples Confidential know how used to program, budgets, secret projects, contract terms 38 19

Patents Works Protected Inventions and processes protected by utility patents can be any new and useful process, machine, manufacturer or composition of matter, or any new or useful improvement thereof So-called method patents are utility patents that cover computerized processes and functions The design of physical objects, such as the Xbox, can be protected separately by a design patent 39 Patents Standards To qualify for utility patent an invention must be: 1. New 2. Useful 3. Nonobvious Nonobviousness requires that the invention be sufficiently different from known technology and knowledge so as not to be obvious to a person with ordinary skill in the field of the invention. 40 20

Patents Ownership In general, the inventor is the owner of the patent The inventor may assign rights to the invention to others, such as the inventor s employer, through written agreement They may be multiple inventors in group works Registration is essential to secure patent rights Exclusive Rights The patent owner can exclude others from making, using or selling the patented invention or objects embodying the patented invention 41 Patents Duration A utility patent is granted for 20 years from the date the application is filed Patents issued prior to June 8, 1995, exist for 17 years from the date the patent is granted The patented invention may be freely copied once the patent expires 42 21

Copyrights: Standards A copyright has 2 requirements: 1. Originality To be original, the work must not have been copied by the author and have a small level of creativity 2. Fixation in a tangible form met if the work is recorded in any medium such as: Text, videotape, photograph, sound recording, or CD 43 Copyrights Works Protected Almost any recorded original expression such as: Literary works Musical works (including lyrics) Dramatic works (including music) Choreographic works Pictorial, motion picture, graphic and sculptural works Sound recordings Architectural works 44 22

Copyrights Ownership Ownership of a copyright belongs to author or authors of the work The author is generally the creator of the work, but certain works made under contract as works for hire are owned by the person contracting for the work Registration is not required but confers enforcement rights Exclusive Rights A copyright owner has five exclusive rights: 1. Reproduction right (copy, duplicate or imitate) 2. Modification right 3. Distribution right 4. Public performance right 5. Public display right Moral rights are granted to visual artists to prevent improper attribution and protect the integrity of the work 45 Copyrights Duration For works created by an individual or individuals after January 1, 1978, the copyright lasts for the life of the author plus seventy years Copyrights in anonymous works and works made for hire exist for a period of 95 years from the date of first publication or 120 years from the date of creation, whichever is sooner 46 23

Trademarks/Tradedress Works Protected Any word, symbol, name, slogan, picture, design, shape, color, sound or smell that serves to identify the source or origin of goods or services can be a trademark A service mark is a trademark applied to services instead of products 47 Trademarks Standards A trademark must be capable of distinguishing the owner s goods or services from the goods or services of others The relative enforcement strength of a trademark is determined on the basis of the degree of such differentiation: 1. Arbitrary or coined 2. Suggestive 3. Descriptive 4. Generic 48 24

Trademarks Ownership A trademark is owned by the first party to use it in connection with the goods or services Registration is not essential but establishes important enforcement rights Exclusive Rights A trademark owner has the exclusive right to use the trademark in connection with specific goods or services Subsequent users of the same or similar mark are deemed infringers 49 Trademarks Duration A trademark continues as long as it remains in use Federal registrations are subject to renewal every ten years 50 25

Trade Secrets Works Protected Each state has its own laws, but many have adopted versions of the Uniform Trade Secrets Act The UTSA provides that information that derives independent economic value from not being publicly known and whose secrecy is properly guarded is protected from unauthorized use by others 51 Trade Secrets Standards Trade secrets must have commercial value and remain secret There is no requirement that they be recorded and there is no provision for registration Unlike patents and copyrights, trade secrets can include ideas that have no current utility or application 52 26

Trade Secrets Ownership An employer generally owns trade secrets developed by employees and by independent contractors hired to develop or create such information Exclusive Rights The owner of a trade secret can maintain it as long as secrecy is properly maintained 53 IP Transfers The owner of IP rights can transfer all rights by written assignment or a portion of rights by a written license Rights transfer between an employee or independent contractor is dependent on: The nature of the rights transferred The existence of an enforceable agreement between the parties setting forth the terms of any such transfer 54 27

Avoiding Infringement Existing patents, copyrights and trademarks can be searched Trade secrets cannot be searched, but violation generally requires intentional theft Copyrights are only violated if there is actual copying of the protected work Patent infringement does not require intent or even knowledge of the patent The standard of infringement for trademarks is whether there is a substantial likelihood of confusion between trademarks among intended consumers 55 28