Anyone who has been involved with designing and constructing video games will tell you that game development never goes as planned. I sometimes think that it is a miracle that any game gets developed. Technical glitches, bottlenecks in production, conflicting creative egos, pressure from publishers, they will all throw you off course during the development cycle. It is a process that occupies the area on the borderline between art and technology. Yet, although video game development is an uncertain and complex process, it is how the development process is managed that is the key feature in whether a game will go on to be a success.â (Izzy McNally, Co-Owner Widescale Studios was a videogame development studio, located in the midlands of the UK. It had been founded seven years ago by Izzy McNally and Oli Chambers, when they left a larger studio to gain âsome creative independenceâ. Video game software development studios are the organizations that actually create the games. There are many thousands of such studios worldwide, some large, but most employing less than 30 people.13 Some studios are owned by video game publishers, of which some also produce gaming hardware, and some, like Widescale, are independent. Publishers market and sell the games, manage relationships with distributors, platform providers and retailers, conduct market research and advertise games.
Originally from California, Izzy was, by background, an artist and writer. Oli started as a programmer, but had moved into becoming an executive producer. (In the industry, an executive producer is the person who is responsible for the overall coordination of the development.) Both Izzy and Oli admitted that their desire for more creative independence had not fully materialized: âSince we started, we have been surviving as an independent studio by taking on contracts from the bigger studios, and we have built a good reputation. But if we donât have another contract ready to go when the last one finishes; we are in trouble. It can be dispiriting constantly looking for work to keep us aÆoat. That was why (ierybryde was so exciting.â (Oli Chambers)
The Ferrybridge project
Ferrybridge was an idea for a role-playing game (RPG) that had come out of a number of brainstorming sessions between Izzy, Oli and Hussein Malik in the middle of an unusually warm and pleasant summer. Hussein was a developer and self-confessed âfanatical gamerâ who had joined Widescale soon after it was founded. A role-playing game is a video game in which players assume the roles of characters who are protagonists in a fictional setting. The senior team at Widescale were excited at the conceptof Ferrybridge, and saw it as an opportunity to develop a game of their own that would (potentially) give them both creative and financial independence. The Ferrybridge concept was intriguing, although not totally novel. The gameâs
setting was a combination of space exploration and âwild westâ adventure (Ferrybridge was the name of the spaceship in the story) with various characters who possessed different skills and psychological traits. The purpose of the game was to build an intergalactic trading empire while avoiding interference from political and commercial rivals.
Traditionally, independent studios who wanted to develop a game such as Ferrybridge had four methods of raising funds. First, they could pitch the idea to a publisher. Most video game development was funded by big publishers. However, publishers almost always insisted on terms that were more favorable to them than the developers. Second, the studio could seek private investors who would put their own money into the company and share any subsequent profits. The downside to this for Izzy and Oli would be a certain loss of independence. Third, the studio could attempt to raise money by crowdfunding, asking for (relatively small) donations from thousands of potential future users of the game in return for preferential access to the finished game. It was an increasingly popular method of raising funding, but limited to relatively small sums in total, often less than £1 million (the typical budget for an RPG would be tens of millions of pounds or more). Finally, the studio could start the development from their own saved capital, then fund the ongoing costs from the profits from their other work. This was the approach chosen by Widescale, who had a retained cash pot of around £700,000. If successful, Ferrybridge could provide a stable stream of income, without substantial rights and royalties going tosome big publisher. In turn, this would let the studio pursue more interesting projects in the future. Table 3.2 shows Wide scaleâs projected cash how forecast as of the start of
the project.
The development processes
Video game development is an uncertain and complex process, but a key feature in whether a game will go on to be a success is the way the development process is managed from concept through to launch. Although different studios use slightly different terms, game development is
broken down into three stages: pre-production, production and post-production. Pre-production is the stage where the developers have to answer some fundamental questions about the game, including the market it is aimed at, the platform it will play on, the type of game it is going to be, the budget, the basic storyline and the timescale (at least nominally). The production phase is usually the most
resource-intensive phase, and is often the phase that is the most uncertain and difficult to plan. It involves programmers, character artists, graphic designers, audio designers, voice actors, quality testers and producers who, in the words of Oli, âprovide the glue that makes it all happenâ. The aim of all of them is to make a game that will be original, fun and involving. They do this by using new gameplays, gripping underlying stories, enhanced graphics and convincing characters. If a game fails to meet usersâ concepts of âquality playâ, they could readily switch to other games. Post-production manages the transition of the game into the market. Often a publisher will become involved at this stage, if they werenât before. Even at this stage, quality assurance continues because bugs in the software always continue to emerge. A âhypeâ video extract from the game with a mix of graphics and sample gameplay will probably be released for
marketing purposes, and a spot at one of the major gaming conventions may be arranged.
Starting the Ferrybridge developmentWork started on the outline of the Ferrybridge concept over the summer, with Izzy drafting an outline script and Oli working on some technical issues such as the number of âlevelsâ the game should have and how many maps it should contain. The project was formalized with its own budget in September, when Hussein was asked to put together plans for how the development would progress. His first decision was to hire Ross Avery, who had been his boss at his previous studio. Ross had wide experience in the game development industry, largely in senior executive developer and producer roles.
Ross and Hussein formed the core of the Ferrybridge team and were joined by planners and developers, both newly recruited and moved from Wide scaleâs other work. However, Oli recognized that Ferrybridge should not put any of the studioâs regular projects at risk. âThey are our âbread and butterâ, each has a deadline and a budget that we must stick to. (aerobridge has more edibility because itâs directly under our control. Of course, we had a budget for it, but there was still considerable edibility. 5o we looked at the budget and asked the question, do we want a team of 10 people working for 10 months or a team of 20 people working for five months! Theoretically, one could even have had a team of two people working for 50 months, but that would have been ridiculous. Also, at different times inthe development process one will need different numbers of developers with specific skills. The balance was always between allocating the appropriate resources to Ferrybridge without interfering with our other work.â
By November it had become clear that Izzy would have to decide whether to take on responsibility for developing the games script herself or to hire-in a script writer. In the
end she hired a part-time script writer who had experience of television work. Izzy admitted that it was a mistake: âScript writing for a video game is totally different from writing for television or writing a novel. I underestimated this. In a script for television the narrative moves in a linear
direction. With a video game the narrative is more like a tree. Each player can move along different branches of the tree depending on the decisions that they make. A script
writer has to make up dialogue for many different scenarios, knowing that each individual player will see only one of them. It wasnât the fault of the writer we hired, it was my fault in underestimating the differences. In the end I had to take over far more of the script writing than I had intended.â
The scripting and storyboarding of the game continued into the new year, but by January tensions had begun to emerge between Oli, who was concerned about the rate that the project was burning though the budget, and Ross, who wanted the script,characterizations and overall architecture of the game settled before the production phase commenced. Oli wanted to get the production stage of development started as soon as possible. âWide scaleâs strength was in the actual production stage of development. Thatâs what we spend most of our time doing. If we
werenât good at keeping to schedule, we couldnât have survived as a contract developer. Also, I thought that we had an outline script and the overall structure of the game more or less sorted from mine and Izzyâs work over the summer. I do understand that when a new person like 4oss first Loins the team, the temptation is to try to sit down at the beginning of the development process and settle the whole script from start to finish. $ut it has to develop naturally; developing the script for a game is essentially an iterative processâ.
The production phases
Although there were still uncertainties, and some disagreement around the gameâs storyline, by the end of January Olihad decided to formally move on to the production phase and allocated developers and artists to the project. He also started briefing the freelance graphics designers, sound designers and voice artists that they would need later in the process. In early February Ross resigned. He was philosophical about it: âItâs not unusual in this business. There will always be some tension between whoever is in charge of operationalizing a concept and the studio owner. The important thing is who holds the budget! In this case the owners [Oli and Izzy] didnât want to give up control. Itâs their company and their money, so I guess they have the
last word on any decisions, big or small. But, personally, I like to have more control than they wanted to give me.âFrom that point Oli acted as executive producer for the project, with Hussein overseeing technical issues and Izzy âcreativeâ ones. However, during the spring, the development fell increasingly behind schedule. Hussein admitted that many of the problems were the result of their own decisions. âWe started using a new 3D graphics package two months into the initial development. It allowed a new rendering approach that looked particularly exciting. It made the graphics better than we thought possible. It did give us some spectacular effects, but also gave us two problems.
First, we totally underestimated the learning curve necessary to master the package. It took our developers a month or two to get used to the package and this delayed things more than we envisaged. Second, it became clear relatively quickly that the effect of the change was to knock
the gameâs âframe rateâ down to the point where it looked poor. We knew the choice would affect frame rate but we just didnât anticipate the impact this would have on what the game felt like to play. Both these things undermined our ability to estimate how long some key stages of the
development might take. Without the ability to estimate the individual development tasks it became particularly difficult to schedule the development as a whole.â
By June, the development team were overcoming the
problems with the new graphics package, when a further problem emerged. Hussein and Oli had decided to use a previously untried (by Widescale) game engine. (A game
engine provides the software framework that allows developers to create video games.) Many commercial game engines are available to help game developers. Using one means that developers can focus solely on the logic of the game rather than getting bogged down in detail. A game engine allows code reuse, which usually means shorter development time and reduced cost. But not when a development team needs to learn it for the first time Once again, progress slowed. Izzy believed that the problems were the result of trying to balance the eventual quality of the game with the costs of developing it. âThere is always something of a tradeoff between the efficiency of the development process and the quality of the game that comes out of the process. Just to make things more complicated, you have to wait until the game is almost fully developed before you can judge quality, in terms of how much fun it is to play. So, you have to manage the development process in the best way you think will promote both creativity and efficiency. Both Izzy and Ollie liked the idea of giving as much freedom as possible to individual developers within the team. Compared to many studios the atmosphere was relaxed. On the whole it was thought that this had led to a good creativity that would eventually show through in the final game. Oli also thought that a more relaxed attitude helped to develop and retain the best development talent. âDevelopers value legibility to innovate and more ownership over the content they are working on, and some degree of independence from micromanagement. All too easily they can find another studio where they feel their skills are more
valued.â
However, there were times when it proved less than fully efficient. For example, at one time two developers each designed their own different versions of the same scene because their work had not been coordinated, costing several days of wasted effort. There were also problems in managing the studioâs regular contract work alongside the Ferrybridge project. At times the studioâs other work took development resource away from the project. As one frustrated developer put it: âIt could be frustrating to suddenly have a colleague taken off the project for a week to work on another job, but hey, it was the revenue from this other work that was funding the project so naturally it took priority. Nevertheless, there were times when the other jobs were vacuuming up resources, and the whole development process was like being in a pressure cooker.â
Project crunch and financial crunch
By November it was becoming obvious that Ferrybridge was in trouble. It had fallen well behind schedule and the studioâs cash projections were looking bad. The studioâs cash statement and projection at this time is shown in Table 3.3. It indicated that the company would need to draw further on its overdraft facilities in the current quarter and would need more substantial funding in the new year. It was clear that even if all went well and they had no further problems, thesoonest they could launch would be half-way through the following year. Even achieving this would probably involve what game developers call âcrunchâ: working
extended hours of overtime (paid and unpaid) for periods of time in order to hit a particular deadline.Oli was despondent: âThe real frustration is that the game is looking good. Everybody who has worked on it loves the storyline and are wowed by the graphics. We just need a final effort. Itâs tempting to see crunchâ as a failure of planning. But honestly Iâve never worked on a development that has not involved some degree of crunch.â It was Izzy who finally made the decision in the November. âWe have been working on this project for 18 months. Thatâs not long for a game of this complexity. And itâs really good, everyone agrees. Put the potential of a game and the financial viability of its development process are different things. Basically, we have run out of credit and we have to accept that we need help. The most likely source of helpis going to be a publisher. They could fund the remainder of this development from their small change. OK, they will demand a part of the company, and we would lose much of our independence. But itâs either that, or abandon the development, let go probably a third of our staff, and try to get an emergency loan from our bank.â
Questions
1. Was it a mistake for Wide scale to embark on the fiery bride development?
2. List the reasons that could have contributed to the fiery bride development falling behind schedule.
3. What would you have done differently?
4. What would you advise Izzy and Oil to do now, and why?
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