310 THE GAME PRODUCTION HANDBOOK, 2/E
The follow-up is critical, especially if solutions were discussed for potential
problems. If the solutions are not followed-up on and implemented at the team
level, a small problem will quickly grow into a large one.
Conducting a Project Review
Conducting a project review is not difficult. Several project management
books discuss the review process more in-depth. Please consult Appendix C,
“Resources.” First, define the review’s goals and objectives. If these are not de-
fined beforehand, the proper information may not be presented, and the review
will not be beneficial to the team or anyone else involved. It is important that the
correct people attend the review—studio management, project leads, and per-
haps someone from the publisher will need to attend. These are the people with
the most responsibility on the project and the ones who can authorize changes.
Second, establish a format. The review format is important in establish-
ing the goals of the review. The format must include the following types of
information:
Comparisons: Compare the project plan with the current status of the proj-
ect. This includes such information as the original milestone dates and when
they were actually achieved, what content was scheduled to be created ver-
sus what content has actually been created, and how much was originally in
the budget and how much has actually been spent.
Accomplishments: List any accomplishments since the last review. This
shows the concrete progress of the game’s development. If there are no ac-
complishments to list, the project is in trouble. Accomplishments include
things like recording all of the voiceover, sending all the assets to be trans-
lated, and completing all the character models for the game.
Risks: Identify any potential risks and propose solutions. The risks can be
prioritized as high, medium, or low to give a better assessment of the impact
they might have on the project.
Roadblocks: Roadblocks are anything that prevents the team from mak-
ing progress. For example, if the team is still waiting for console develop-
ment kits, that directly prevents them from running a version of the game on
the correct platform. Roadblocks are something that can be identified and
quickly removed so that progress does not come to a standstill.
Supporting Documentation: This includes the updated project schedule,
deliverable lists, status reports for each area of the game, and anything else
that concretely illustrates the progress made on the game.
Resources: Identify any additional resources needed. For example, you
might need another engineer for two months to help code a new feature that