6 THE GAME PRODUCTION HANDBOOK, 2/E
include information on the game’s concept, the features and constraints that
affect this concept, the basic technical and design documentation, and finally,
how much it will cost, how long it will take, and how many people, with what
skills, will be needed. Pre-production can be broken down into the following
components: concept, game requirements, game plan, and risk assessment.
Game Concept
Jim Lewis, author of numerous books on project management, suggests thinking
about the concept as finding a solution to a problem. Therefore, a game concept
that starts off as a question, presents a problem to be solved. Would it be fun to
play cowboys and Indians in space? What would it be like to race concept cars?
After the game’s initial concept is determined, usually by studio management or
your publisher, it is passed on to the development team as a problem to solve.
Many concepts start off fuzzy, and the core development team must then
flesh them out so that everyone can easily understand what the goals of the prod-
uct are and what major gameplay elements are needed to support and strengthen
it. For example, if you are working on a realistic tactical military shooter, it would
not fit within the game world to use fictitious alien technology. The concept also
defines the game genre and hardware platform, as these decisions will shape
how the concept grows. When the concept is determined, you must clearly com-
municate it to the rest of the team, so they understand and can get excited about
it. This communication can be done by defining a mission statement.
A mission statement gets everyone excited about the game on which they are
working. The mission statement answers what is going to be done and for whom
it is being done. Short and sweet, something that everyone can remember—
the mission statement is the team’s “elevator speech.” The whole team should
be involved in defining and shaping the mission statement, giving everyone a
stake in the project. This sense of ownership is imperative to building a strong
team. Keep in mind that the mission statement doesn’t need to state “how” these
things will be done, as the “how” will be addressed when the project plan is put
together.
After determining the initial concept, the next step is to add the basic game-
play elements. Initial thoughts on the gameplay mechanics, the control scheme,
the genre, the story, the characters, and other hooks that will set the game apart
from the competition should be included. Prototyping the elements helps to
further define the game experience. Prototypes can start off on paper, and as
the ideas develop more fully, playable prototypes will be created. If possible, try
to create a polished prototype that will be representative of the final gameplay
experience.
As these concepts are further detailed, conduct a risk analysis to determine
the game production’s biggest risks. At this point, several unknowns exist, so