CASE STUDY—GAME PRODUCTION CYCLE 409
A.2.3 Define Requirements
The requirements phase for Justice Unit roughly begins after senior manage-
ment approves the concept documentation and any prototypes. They had some
feedback on the characters and setting, and also some good suggestions on how
to balance the superhero powers. The team will integrate this feedback into the
game during the requirements phase. At this time, the team will start to define
specifics about the game—including the core feature set, a list of the necessary
art assets, and a rough milestone delivery schedule. The producer is working
on a detailed game plan as well, and works closely with the leads to determine
how much time, money, and people are needed to complete the game. Refer to
Chapter 15 for more information on defining requirements.
Figure A.5 is an example of the requirements phase overview for Justice Unit.
The requirements phase will start in early January 2008 and will continue
until mid-March 2008. The designers will be busy defining the core features of
the game. They will be spending a lot of time creating and refining prototypes.
Engineering is evaluating several possible game engines. They have an in-
house engine they can use, but the engine may not be the best choice for the
type of game being made. They are also looking at some other engines, and will
spend some time evaluating the features and tools for each. The licensing fees
FIGURE A.4 Risk analysis for Justice Unit.
Risk
Probability of
Occurring
Impact on
Project
Risk
Classification Mitigation Strategies
Licensor who owns
Justice Unit
IP may not
deliver feedback and approvals in a timely
fashion. If they don't approve content of gold
master, console submission process will be
delayed, which may impact the ship date. HIGH HIGH 1
*Schedule kick-off meeting with licensor early in pre-production to
review the project goals and schedule constraints.
*Work out defined approval process that both parties agree to.
*Deliver game assets on a regular basis in pre-production to get
feedback and approval before production begins.
*Once playable builds are available, deliver builds on a regular
basis for licensor to review.
*If possible, include caveat in contract that if they don't respond
with written feedback in 10 days, the item will be considered
approved.
*Establish good working relationship with licensor contact and try
to include them in the development process whenever possible -
make them feel like they are part of the team and have ownership
in the game.
Design might be able to create a workable
gameplay system where the superhero powers
are balanced equally against each other. LOW HIGH 2
*Focus on prototyping the core superhero powers for each
character to limit the number of variables that must be balanced.
*Work with engineering to get a digital prototype up and running
as quickly as possible.
*Create a system that allows variables to be easily changed and
tested in gameplay.
*Continue brainstorming ideas for superpowers until the core
features are prototyped and approved.
During the 2 year development cycle some
employees may leave the company. HIGH LOW 3
*Train at least 2 people to handle specific tasks on the project.
*Schedule time for hiring and training new people mid-project.
*Focus on creating a positive working environment to increase
employee retention.
*Be aware of any sudden changes in employees' work habits so
you can identify at risk people and improve their job satisfaction
before they start looking elsewhere.
*Require everyone to document the work they are doing and to
check all assets into source control system at the end of each day.
Initial game concept art may not accurately
depict what the
Justice Unit
characters will look
like in the game. LOW LOW 4
*Concept art will be based on character design bible provided by
the licensor.
*Feedback from licensor can be quickly implemented until they
are satisfied with the concept drawings.
*Make sure the artists get all available character concept art from
the movie.