![]() ![]() The purpose of a roadmap is not to give an exact explanation of how every feature is meant to work or what a weapon pack will contain that goes in design documentation. Which month or date will a new patch go out and which features, missions, weapons, vehicles, fixes and so on will go in it? A roadmap is a high-level (as in not detailed) specification of what updates we plan on releasing for the game, and when. Roadmap: bringing relative order to absolute chaosįor live service titles, one crucial piece of documentation is the roadmap. ![]() Generation Zero is an operational live service game - meaning it has been released, is available to players and we are continually releasing new updates and patches at more-or-less regular intervals - what we might call a release cadence. What are we doing? Who does which bits? How much work is left? What do you mean we’re out of coffee?ĭifferent types of projects require slightly different approaches, as do different developmental stages within one and the same project. So, again: meetings and spreadsheets (to be fair, there are other types of documentation than spreadsheets, but they are by far the most fun).Īs a producer, I try my best to ensure that everyone on the team has all the information they need, that vision and designs are shared and understood and that work is broken down into manageable bits. The tools we have at our disposal are largely communicative: sharing and disseminating information and enabling others to do the same. In other words: that we, as a development team, create what we intend to create and release it more or less when we were planning to. Someone who manages a project and is responsible for making sure that the outcomes of our initiatives match our intentions, and that we keep the timelines we set for ourselves. ![]() In practice, the titles are nearly interchangeable. In the game development character roster, producer is definitely one of the support classes.Īnother role with largely overlapping responsibilities is project manager. You could perhaps say that a producer creates structure - thereby ensuring the ability of others on the team to create the best possible game and the best possible experience for our players. In some ways, producer is a paradoxical term, since we tend not to actually produce anything (if by produce we mean to create), apart from spreadsheets, meeting invites and carbon dioxide. Let me tell you a little bit about what I do. I do not write code, draw, model or animate anything. A programmer writes the code that makes everything go. An artist creates visual assets in 2D or 3D depending on specialization. Some of these roles are self-explanatory. A range of roles - programmers, artists, animators and many others - perform their own specialized functions, directly or indirectly dependent on each other. Game development is very much a team effort. A brief introduction to game production and roadmap construction Producers: can’t draw, can’t code, can do spreadsheets a little ![]()
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