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Stephane Assadourian, SA Consulting. Inc

wnconf
November 14, 2018

Stephane Assadourian, SA Consulting. Inc

Producer's Wisdom: Key Tips to Deliver

(White Nights Conference Moscow 2018)
The official conference website — http://wnconf.com

wnconf

November 14, 2018
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Transcript

  1.  Book - your feedback is VERY welcome! A few

    words  Explaining why and how ⇒ real games + metaphors  Formalized approach ⇒ highly replayable (grand) strategy game  Metaphors about moving in an unknown space
  2. “Of course we have production issues, I don’t know any

    production who does not have issues” “I don’t have the complete image” Gamescom update Producers are asking for help Why the struggle?
  3. Vision unclear 90% of the production issues come from not

    understanding the game we are making Product strategy unclear 90% of these 90% come from not understanding the target audience How can you create value for players if you don’t know who they are? 90% of 90% “Loot vs No Loot”?
  4. A race against time… ❖ starting line? ❖ finishing line?

    ❖ shape of the race track? …is it a straight line? We are losing precious time
  5. A race against time in a dark maze Don’t move

    just now! You need to see more of the map
  6. Make a status update:  assess dev. phase: Conception? PreProd?

    Prod? Closing? Live?  assess deliverable: What are you making? Is it too ambitious?  assess team’s potential: Lacking key skills? The right team?  gather data about the threats (talk to your leads / team members)  understand current blockers and threats  prioritize the threats (what kills the project first) See the map by zooming out
  7. Execute: 1. Milestones 2. Production Plan 3. Monitor Progress 4.

    What about Failure? With this status update in mind
  8. Execute: 1. Plotting a trajectory: locate exit (Milestones) 2. Consider

    walking that trajectory: analyze terrain (Production Plan) 3. Start moving: kickoff + check distance to exit (Monitor Progress) 4. What about dead ends? (Failure) The “algorithm” to escape the dark maze
  9. visualize build evolution core / sensitive systems first Incremental 

    M 1 = most threatening aspect  M 2 = M 1 + ω 1  M 3 = M 2 + ω 2 …  M last = deliverable M 1 , M 2 , M 3 …. Milestones
  10. Example M 1 ⇒ 2 sync’d online players can move

    around in an empty map M 2 ⇒ M 1 + basic AI & online players can combo kill & 50% map LD M 3 ⇒ entire polished demo (as per the script) Name them after what players can achieve:
  11. 1. Plotting a trajectory: locate exit (Milestones) 2. Consider walking

    that trajectory: analyze terrain (Production Plan) Execution
  12. We are moving the build on its trajectory Micro up

    to two months, macro afterwards One milestone at a time Production Plan: everybody’s skills & efforts
  13. 1. Plotting a trajectory: locate exit (Milestones) 2. Consider walking

    that trajectory: analyze terrain (Production Plan) 3. Start moving: kickoff + check distance to exit (Monitor Progress) Execution
  14. Ensure build is progressing in the same way ⇒ Build

    Reviews  prepare with QA  build reviews feed the backlog  harder to reach next milestone A real measure of your team’s performance Monitor Progress
  15. Create winning conditions  clear set of goals & progress

    (P. Plan)  task has clear & immediate feedback  balance perceived challenges & skills Improve Performance
  16. 1. Plotting a trajectory: locate exit (Milestones) 2. Consider walking

    that trajectory: analyze terrain (Production Plan) 3. Start moving: kickoff + check distance to exit (Monitor Progress) 4. What about dead ends? (Failure) Execution
  17. (rarely too late to get some help) complicated uncomfortable dangerous

    It‘s not working? ⇒ First, zoom out again: go back to vision or you can't execute ⇒ Cuts: quality vs time saved vs business objectives ⇒ Rearrange team: “strike team” to fix an aspect of the game