SlideShare a Scribd company logo
1 of 20
LEARNING FROM POST-MORTEMS
TOPICS
• What is a post-mortem and why should I care?
• Post-mortem trends
• Takeaways (part of the trends slides)
WHAT IS A POSTMORTEM?
• Post-mortem – a review of a
project after it has been delivered
or completed
• Not a “review” in the scoring,
“7/10 too much water” sense
• “What went right, what went
wrong”
• Delivered as articles or as
conference talks
…AND WHY SHOULD I CARE?
• Learning from industry veterans
• Everybody fails at some point,
even your heroes
• Learn about what game
development looks like in
different studios
…AND WHY SHOULD I CARE?
• “Game development is different
from traditional software
development in a number of
ways”
• “The requirements are more
subjective.”
• “Maintainability is often sacrificed
for performance.”
• “Testing and quality assurance are
approached differently.”
• “Most games require tools
programmed from scratch.”
• “Deadlines are tight.”
POST-MORTEM SOURCES
• “What Went Right and What
Went Wrong”: An Analysis of 155
Postmortems from Game
Development
• By Michael Washburn Jr., Pavithra
Sathiyanarayanan, Meiyappan
Nagappan, Thomas Zimmermann2,
Christian Bird
• “The Cabal: Valve’s process for
creating Half-Life” by Ken Birdwell
https://www.gamasutra.com/view
/feature/131815/the_cabal_valves
_design_process_.php
POST-MORTEM TRENDS
• Product
• Art
• Creativity
• Features
• Design
• Gameplay
• Product evolution
• Scope
• Development
• Process
• Documents
• Obstacles
• Team
• Testing
• Tools
• Resources
• Tools
• Hardware
• Publisher relations
• Schedule
• Customer facing
• Community support
• Feedback
• Marketing
ART
• What went right
• Artists working together with other
designers
• Cabal – all makers of one “section”
of a game are stationed together
instead of as discipline
“departments”
• “The team making level 3”
instead of “the art department”
• What went wrong
• Reusing assets from previous
projects: hurt review score and
response
• Choosing a style of art that’s “too
big”
CREATIVITY AND FEATURES
• What went right
• Open dialog on new ideas
• Frequent design review sessions
• Early open creativity with a cutoff
when development is implemented
• Units focused on creating a single
part of a game
• What went wrong
• Initial release by studio not unique
enough
• Allowing open creativity for too long
• “scope creep”
• Allowing creators to make random
features that are never implemented
DESIGN AND GAMEPLAY
• What went right
• Unique designs keep the team
motivated
• People get excited about working
on cool features/design elements
• Using playtests to determine
tutorial content and intensity
• What went wrong
• Design enough depth for players to
get into your game
• Never assume players will just “get”
your game
• Calibrating gameplay based on
developer skill
PRODUCT EVOLUTION
• What went right
• Paying attention to public response
or awareness of the game
• Evolving based on feedback and
observation of user response
• LISTENING
• What went wrong
• Designing in secret/isolation
SCOPE/BUDGET/SCHEDULE
• What went right
• Not overscoping
• Does your game reaaaaaaally
need…
• Multiplayer?
• Crafting?
• 100 characters?
• 2 big cities?
• What went wrong
• Thinking that your game needed all
of those things up there.
• Estimating scope/features
incorrectly compared to
DEVELOPMENT
PROCESS/DOCUMENTS/PUBLISHER
RELATIONS
• What went right
• Don’t start your game over because
you received some negative
feedback
• Projects where the developer
listens to feedback but applies it
based on their project goals
• Taking time for pure
design/documentation
• What went wrong
• Not doing any of the above
• Starting development right away
without establishing design and
project goals beforehand (no paper
design)
OBSTACLES
• What went right
• Establishing or improving on
communication
• Establishing a set pipeline of how
work gets done
• Reviewing features or scope
frequently
• What went wrong
• Not giving set tasks
• Not documenting code or naming
files in a communicative fashion so
others can “plug in” to the project
• When tasks, goals, or expectations
are vague
TEAM AND TESTING
• What went right
• Experienced teams find more
success
• Build and maintain mutual respect
• Avoid “Game designer as
architect and asset makers as
contractors” analogy
• Testing early and often
• What went wrong
• Team inexperience
• Not testing enough
TOOLS
• What went right
• Using tools you have experience
with
• Using tools with lots of
documentation
• What went wrong
• Using tools with little/no
documentation
• Learning a new tool
HARDWARE
• What went right
• Understanding the “verbs” of the
thing you’re making games for
• Experience working with the tech
• What went wrong
• Trying to scale down into tech that
cannot support a game
COMMUNITY SUPPORT
• What went right
• Release your early
access/prototypes when it has
enough basics that the community
expects
• Have ongoing dialog with players
• What went wrong
• Promising or even mentioning
things that were not made yet
• Releasing beta/early access TOO
early
• Not sufficiently explaining what
state the game is in to the audience
FEEDBACK
• What went right
• Getting feedback early and often
• Allowing for “brutal” feedback
• Asking testers specific questions
based on what you want to know
• What went wrong
• Letting testers tell you EVERYTHING
they think about or want from the
game
• Not asking the question “if this
wasn’t here, would the player miss
it?”
MARKETING
• What went right
• Schedule milestones near deadlines
for festivals and major market sales
• Schedule outreach/social media
times
• #Screenshotsaturday
• Participating in other parts of the
game industry beyond game
making (speaking, writing,
podcasts)
• What went wrong
• Not taking time for marketing
• Assuming that online portals are
marketing or will market your game

More Related Content

More from Christopher Totten

GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...Christopher Totten
 
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your gameChristopher Totten
 
"You Made a Game, Now What?" Week 5: Playtesting best practices
"You Made a Game, Now What?" Week 5: Playtesting best practices"You Made a Game, Now What?" Week 5: Playtesting best practices
"You Made a Game, Now What?" Week 5: Playtesting best practicesChristopher Totten
 
"You Made a Game, Now What?" Week3 building your studio identity
"You Made a Game, Now What?" Week3 building your studio identity"You Made a Game, Now What?" Week3 building your studio identity
"You Made a Game, Now What?" Week3 building your studio identityChristopher Totten
 
"You Made a Game, Now What?" Week2 game production methods and realities
"You Made a Game, Now What?" Week2 game production methods and realities"You Made a Game, Now What?" Week2 game production methods and realities
"You Made a Game, Now What?" Week2 game production methods and realitiesChristopher Totten
 
GDC 2017 Education Soapbox: Game Academia's "Art Problem"
GDC 2017 Education Soapbox: Game Academia's "Art Problem" GDC 2017 Education Soapbox: Game Academia's "Art Problem"
GDC 2017 Education Soapbox: Game Academia's "Art Problem" Christopher Totten
 
Chris Totten - Gorgeous Games CDK
Chris Totten - Gorgeous Games CDKChris Totten - Gorgeous Games CDK
Chris Totten - Gorgeous Games CDKChristopher Totten
 
ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect Christopher Totten
 
MAGFest 2015: Is game art art - game art's parallel's in art history.
MAGFest 2015: Is game art art - game art's parallel's in art history. MAGFest 2015: Is game art art - game art's parallel's in art history.
MAGFest 2015: Is game art art - game art's parallel's in art history. Christopher Totten
 

More from Christopher Totten (13)

GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...
 
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game
"You Made a Game, Now What?" #6: Game Feel - "Juicing" your game
 
"You Made a Game, Now What?" Week 5: Playtesting best practices
"You Made a Game, Now What?" Week 5: Playtesting best practices"You Made a Game, Now What?" Week 5: Playtesting best practices
"You Made a Game, Now What?" Week 5: Playtesting best practices
 
"You Made a Game, Now What?" Week3 building your studio identity
"You Made a Game, Now What?" Week3 building your studio identity"You Made a Game, Now What?" Week3 building your studio identity
"You Made a Game, Now What?" Week3 building your studio identity
 
"You Made a Game, Now What?" Week2 game production methods and realities
"You Made a Game, Now What?" Week2 game production methods and realities"You Made a Game, Now What?" Week2 game production methods and realities
"You Made a Game, Now What?" Week2 game production methods and realities
 
GDC 2017 Education Soapbox: Game Academia's "Art Problem"
GDC 2017 Education Soapbox: Game Academia's "Art Problem" GDC 2017 Education Soapbox: Game Academia's "Art Problem"
GDC 2017 Education Soapbox: Game Academia's "Art Problem"
 
Games+ museums
Games+  museumsGames+  museums
Games+ museums
 
Games+ museums lightning talk
Games+ museums lightning talkGames+ museums lightning talk
Games+ museums lightning talk
 
Au ggj intro2017_no_theme
Au ggj intro2017_no_themeAu ggj intro2017_no_theme
Au ggj intro2017_no_theme
 
Chris Totten - Gorgeous Games CDK
Chris Totten - Gorgeous Games CDKChris Totten - Gorgeous Games CDK
Chris Totten - Gorgeous Games CDK
 
ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect ECGC 2015 - Level design like an architect
ECGC 2015 - Level design like an architect
 
ECGC 2015 - Is Game Art Art?
ECGC 2015 - Is Game Art Art? ECGC 2015 - Is Game Art Art?
ECGC 2015 - Is Game Art Art?
 
MAGFest 2015: Is game art art - game art's parallel's in art history.
MAGFest 2015: Is game art art - game art's parallel's in art history. MAGFest 2015: Is game art art - game art's parallel's in art history.
MAGFest 2015: Is game art art - game art's parallel's in art history.
 

Recently uploaded

办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一F dds
 
Create Web Pages by programming of your chice.pdf
Create Web Pages by programming of your chice.pdfCreate Web Pages by programming of your chice.pdf
Create Web Pages by programming of your chice.pdfworkingdev2003
 
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档208367051
 
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书zdzoqco
 
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一F dds
 
原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档
原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档
原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档208367051
 
CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10
CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10
CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10uasjlagroup
 
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degreeyuu sss
 
Call Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts Service
Call Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts ServiceCall Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts Service
Call Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts Servicejennyeacort
 
Untitled presedddddddddddddddddntation (1).pptx
Untitled presedddddddddddddddddntation (1).pptxUntitled presedddddddddddddddddntation (1).pptx
Untitled presedddddddddddddddddntation (1).pptxmapanig881
 
Apresentação Clamo Cristo -letra música Matheus Rizzo
Apresentação Clamo Cristo -letra música Matheus RizzoApresentação Clamo Cristo -letra música Matheus Rizzo
Apresentação Clamo Cristo -letra música Matheus RizzoCarolTelles6
 
Pharmaceutical Packaging for the elderly.pdf
Pharmaceutical Packaging for the elderly.pdfPharmaceutical Packaging for the elderly.pdf
Pharmaceutical Packaging for the elderly.pdfAayushChavan5
 
Iconic Global Solution - web design, Digital Marketing services
Iconic Global Solution - web design, Digital Marketing servicesIconic Global Solution - web design, Digital Marketing services
Iconic Global Solution - web design, Digital Marketing servicesIconic global solution
 
306MTAMount UCLA University Bachelor's Diploma in Social Media
306MTAMount UCLA University Bachelor's Diploma in Social Media306MTAMount UCLA University Bachelor's Diploma in Social Media
306MTAMount UCLA University Bachelor's Diploma in Social MediaD SSS
 
Call Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full NightCall Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full Nightssuser7cb4ff
 
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...Rishabh Aryan
 
cda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis pptcda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis pptMaryamAfzal41
 
How to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AIHow to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AIyuj
 
(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一
(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一
(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一D SSS
 
毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...
毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...
毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...ttt fff
 

Recently uploaded (20)

办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙弗雷泽大学毕业证成绩单原版一比一
 
Create Web Pages by programming of your chice.pdf
Create Web Pages by programming of your chice.pdfCreate Web Pages by programming of your chice.pdf
Create Web Pages by programming of your chice.pdf
 
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
昆士兰大学毕业证(UQ毕业证)#文凭成绩单#真实留信学历认证永久存档
 
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
办理卡尔顿大学毕业证成绩单|购买加拿大文凭证书
 
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
办理学位证(SFU证书)西蒙菲莎大学毕业证成绩单原版一比一
 
原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档
原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档
原版1:1定制堪培拉大学毕业证(UC毕业证)#文凭成绩单#真实留信学历认证永久存档
 
CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10
CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10
CREATING A POSITIVE SCHOOL CULTURE CHAPTER 10
 
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
原版美国亚利桑那州立大学毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#degree
 
Call Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts Service
Call Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts ServiceCall Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts Service
Call Girls in Ashok Nagar Delhi ✡️9711147426✡️ Escorts Service
 
Untitled presedddddddddddddddddntation (1).pptx
Untitled presedddddddddddddddddntation (1).pptxUntitled presedddddddddddddddddntation (1).pptx
Untitled presedddddddddddddddddntation (1).pptx
 
Apresentação Clamo Cristo -letra música Matheus Rizzo
Apresentação Clamo Cristo -letra música Matheus RizzoApresentação Clamo Cristo -letra música Matheus Rizzo
Apresentação Clamo Cristo -letra música Matheus Rizzo
 
Pharmaceutical Packaging for the elderly.pdf
Pharmaceutical Packaging for the elderly.pdfPharmaceutical Packaging for the elderly.pdf
Pharmaceutical Packaging for the elderly.pdf
 
Iconic Global Solution - web design, Digital Marketing services
Iconic Global Solution - web design, Digital Marketing servicesIconic Global Solution - web design, Digital Marketing services
Iconic Global Solution - web design, Digital Marketing services
 
306MTAMount UCLA University Bachelor's Diploma in Social Media
306MTAMount UCLA University Bachelor's Diploma in Social Media306MTAMount UCLA University Bachelor's Diploma in Social Media
306MTAMount UCLA University Bachelor's Diploma in Social Media
 
Call Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full NightCall Girls Aslali 7397865700 Ridhima Hire Me Full Night
Call Girls Aslali 7397865700 Ridhima Hire Me Full Night
 
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
DAKSHIN BIHAR GRAMIN BANK: REDEFINING THE DIGITAL BANKING EXPERIENCE WITH A U...
 
cda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis pptcda.pptx critical discourse analysis ppt
cda.pptx critical discourse analysis ppt
 
How to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AIHow to Empower the future of UX Design with Gen AI
How to Empower the future of UX Design with Gen AI
 
(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一
(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一
(办理学位证)约克圣约翰大学毕业证,KCL成绩单原版一比一
 
毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...
毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...
毕业文凭制作#回国入职#diploma#degree美国威斯康星大学欧克莱尔分校毕业证成绩单pdf电子版制作修改#毕业文凭制作#回国入职#diploma#...
 

"You made a game, now what?" Week4: Secrets from post-mortems

  • 2. TOPICS • What is a post-mortem and why should I care? • Post-mortem trends • Takeaways (part of the trends slides)
  • 3. WHAT IS A POSTMORTEM? • Post-mortem – a review of a project after it has been delivered or completed • Not a “review” in the scoring, “7/10 too much water” sense • “What went right, what went wrong” • Delivered as articles or as conference talks
  • 4. …AND WHY SHOULD I CARE? • Learning from industry veterans • Everybody fails at some point, even your heroes • Learn about what game development looks like in different studios
  • 5. …AND WHY SHOULD I CARE? • “Game development is different from traditional software development in a number of ways” • “The requirements are more subjective.” • “Maintainability is often sacrificed for performance.” • “Testing and quality assurance are approached differently.” • “Most games require tools programmed from scratch.” • “Deadlines are tight.”
  • 6. POST-MORTEM SOURCES • “What Went Right and What Went Wrong”: An Analysis of 155 Postmortems from Game Development • By Michael Washburn Jr., Pavithra Sathiyanarayanan, Meiyappan Nagappan, Thomas Zimmermann2, Christian Bird • “The Cabal: Valve’s process for creating Half-Life” by Ken Birdwell https://www.gamasutra.com/view /feature/131815/the_cabal_valves _design_process_.php
  • 7. POST-MORTEM TRENDS • Product • Art • Creativity • Features • Design • Gameplay • Product evolution • Scope • Development • Process • Documents • Obstacles • Team • Testing • Tools • Resources • Tools • Hardware • Publisher relations • Schedule • Customer facing • Community support • Feedback • Marketing
  • 8. ART • What went right • Artists working together with other designers • Cabal – all makers of one “section” of a game are stationed together instead of as discipline “departments” • “The team making level 3” instead of “the art department” • What went wrong • Reusing assets from previous projects: hurt review score and response • Choosing a style of art that’s “too big”
  • 9. CREATIVITY AND FEATURES • What went right • Open dialog on new ideas • Frequent design review sessions • Early open creativity with a cutoff when development is implemented • Units focused on creating a single part of a game • What went wrong • Initial release by studio not unique enough • Allowing open creativity for too long • “scope creep” • Allowing creators to make random features that are never implemented
  • 10. DESIGN AND GAMEPLAY • What went right • Unique designs keep the team motivated • People get excited about working on cool features/design elements • Using playtests to determine tutorial content and intensity • What went wrong • Design enough depth for players to get into your game • Never assume players will just “get” your game • Calibrating gameplay based on developer skill
  • 11. PRODUCT EVOLUTION • What went right • Paying attention to public response or awareness of the game • Evolving based on feedback and observation of user response • LISTENING • What went wrong • Designing in secret/isolation
  • 12. SCOPE/BUDGET/SCHEDULE • What went right • Not overscoping • Does your game reaaaaaaally need… • Multiplayer? • Crafting? • 100 characters? • 2 big cities? • What went wrong • Thinking that your game needed all of those things up there. • Estimating scope/features incorrectly compared to
  • 13. DEVELOPMENT PROCESS/DOCUMENTS/PUBLISHER RELATIONS • What went right • Don’t start your game over because you received some negative feedback • Projects where the developer listens to feedback but applies it based on their project goals • Taking time for pure design/documentation • What went wrong • Not doing any of the above • Starting development right away without establishing design and project goals beforehand (no paper design)
  • 14. OBSTACLES • What went right • Establishing or improving on communication • Establishing a set pipeline of how work gets done • Reviewing features or scope frequently • What went wrong • Not giving set tasks • Not documenting code or naming files in a communicative fashion so others can “plug in” to the project • When tasks, goals, or expectations are vague
  • 15. TEAM AND TESTING • What went right • Experienced teams find more success • Build and maintain mutual respect • Avoid “Game designer as architect and asset makers as contractors” analogy • Testing early and often • What went wrong • Team inexperience • Not testing enough
  • 16. TOOLS • What went right • Using tools you have experience with • Using tools with lots of documentation • What went wrong • Using tools with little/no documentation • Learning a new tool
  • 17. HARDWARE • What went right • Understanding the “verbs” of the thing you’re making games for • Experience working with the tech • What went wrong • Trying to scale down into tech that cannot support a game
  • 18. COMMUNITY SUPPORT • What went right • Release your early access/prototypes when it has enough basics that the community expects • Have ongoing dialog with players • What went wrong • Promising or even mentioning things that were not made yet • Releasing beta/early access TOO early • Not sufficiently explaining what state the game is in to the audience
  • 19. FEEDBACK • What went right • Getting feedback early and often • Allowing for “brutal” feedback • Asking testers specific questions based on what you want to know • What went wrong • Letting testers tell you EVERYTHING they think about or want from the game • Not asking the question “if this wasn’t here, would the player miss it?”
  • 20. MARKETING • What went right • Schedule milestones near deadlines for festivals and major market sales • Schedule outreach/social media times • #Screenshotsaturday • Participating in other parts of the game industry beyond game making (speaking, writing, podcasts) • What went wrong • Not taking time for marketing • Assuming that online portals are marketing or will market your game