10 THE GAME PRODUCTION HANDBOOK, 2/E
If everything is planned for during pre-production, the production phase
should have no surprises; of course, this is rarely the case. After your team has
started full production, there is a high chance that some feature or asset will need
to be added, changed, or removed. However, if you have a tiered implementa-
tion strategy that focuses on getting the core features and assets completed first,
it is easier to plan for unexpected changes.
The production phase is focused on content and code creation, tracking
progress, and completing tasks. In addition, risk assessment is ongoing during
production, so you are prepared for any unexpected events that negatively im-
pact the game’s production cycle. Production is loosely categorized into the fol-
lowing phases: plan implementation, tracking progress, and task completion.
Plan Implementation
Plan implementation requires the producer to communicate the final plan to
the team and provide them all the tools and resources needed to implement it.
Make the plan publicly available to the team in a format that is easily accessible,
such as a team website or designated area on the network. Include all the docu-
ments created in the pre-production phase, with the schedule and milestones
in a clearly visible place. It is also helpful to post hard copies of key deadlines
throughout the team rooms.
When the plan is communicated to the team, the producer must be vigilant
about keeping everything in the plan up to date. If a feature design, milestone
deadline, or asset list changes, it must be accurately noted in the game plan
and communicated to the team, studio management, and possibly the publisher.
Making these changes in a timely manner is important, because everyone is
using the project plan as the main point of reference. If the plan is not updated
throughout the production process, it is likely that features will be overlooked, or
the wrong features will be implemented.
Feature creep, when features are continually added to the project during
the actual production phase, often occurs during production because things are
changing on a regular basis. Someone will think of a great idea for the game and
will want to add it to the feature set without thinking of the impact this will have
on the game’s schedule or resources. Feature creep is not good for the project
as a whole because every time a new feature is added, more resources must be
allocated to design it, implement it, create assets for it, and test it. This means
that the resources already in use will be stretched to the limit and adding extra
features may cause the game to miss an all important code release deadline. If
feature creep is not controlled during production, the game will quickly run out
of time and resources. Of course, this can be avoided if you keep a tight control on
feature creep. Chapter 18, “Production Techniques,” has more information on
how to control feature creep.