[game_edu] optimizing pipelines/processes for iteration
Philip Tan
philip at mit.edu
Wed Aug 25 21:13:35 EDT 2010
Hey Jason! I've tried to dig up a couple of GAMBIT papers along those lines,
adding bracketed subtitles that might be relevant takeaways for your
inquiry.
1 - tech/tools (eg, real-time asset insertions)
Automatic rigging and animation of 3D characters
(Speeding up part of a 3D pipeline)
http://gambit.mit.edu/readme/papers/automatic_rigging_and_animation.pdf
2 - processes (eg, mandatory 2D level sketch prior to 3D blocking)
The Game Studies Practicum: Applying Situated Learning to Teach Professional
Practices
(Using agile as a teaching methodology)
http://gambit.mit.edu/readme/readme/pdfs/Fernandez%20-%20Situated%20Learning%20and%20Videogame%20Curriculum.pdf
Iterative Game Design in Education
(Iterative design requires a slightly different approach to curriculum)
http://gambit.mit.edu/readme/Iterative%20Game%20Design%20in%20Education%20-%20Print%20version.pdf
3 - culture (eg, build team trust so constructive criticism can be
given/taken well)
You get paid to do that?
(Hiring and team expectations, timeboxing, feedback)
http://gambit.mit.edu/readme/GAMBIT_CSCW_Fun_Workshop.pdf
----
Philip Tan
Singapore-MIT GAMBIT Game Lab
On Tue, Aug 24, 2010 at 2:57 PM, Jason Della Rocca <
Jason at perimeterpartners.com> wrote:
> Hi all,
>
> See below for an inquiry I posted to the IGDA's Production Special
> Interest Group.
>
> Curious if folks here have a more academic take on the topic. Either
> as part of project oriented curriculum, or specific research into
> production processes/pipelines.
>
> Thanks!
>
> Jason
>
>
> ---------- Forwarded message ----------
> From: Jason Della Rocca <Jason at perimeterpartners.com>
> Date: Tue, Aug 24, 2010 at 2:45 PM
> Subject: optimizing pipelines/processes for iteration
> To: IGDA Production SIG <production at igda.org>
>
>
> Hi all,
>
> I'm doing some research into how studios optimize their production for
> rapid iteration.
>
> Theory is that the more you can iterate on a specific level or
> gameplay feature, etc, the better the result. Benson Russell mentioned
> this specifically in his recent series of Uncharted 2 articles at
> Gamasutra:
>
> "To help facilitate this, we've specifically designed our gameplay
> tools and pipeline to let us iterate through gameplay changes very
> quickly. ...as the quicker you can iterate on something, the better
> you can tweak and polish it. ... When you have a very fast pipeline
> for getting your changes into the game, it frees up your workflow
> tremendously. Instead of lumping a bunch of changes together due to
> long load and build times, instead we can focus on specific elements
> of gameplay, even if it means iterating just one parameter at a time,
> and fine-tune any part of the experience (i.e. when tuning weapons,
> AI, puzzles, etc.)"
>
> http://www.gamasutra.com/view/feature/5945/designing_combat_encounters_in_.php
>
> Sadly, Benson didn't go into specific details... But ya, stuff like that!
>
> In particular, I'm looking at it from three angles that enable and
> foster rapid iteration:
> 1 - tech/tools (eg, real-time asset insertions)
> 2 - processes (eg, mandatory 2D level sketch prior to 3D blocking)
> 3 - culture (eg, build team trust so constructive criticism can be
> given/taken well)
>
> Would be great to get some thoughts, input, wisdom from folks. Details
> appreciated, but even high level stuff would be cool. Also, happy to
> take any pointers or references to specific game/studio examples,
> books, lectures, articles or whatever that you've seen that touches on
> this stuff.
>
> Thanks!!!
>
> Jason
>
> --
> Jason Della Rocca
> Senior Consultant
> Perimeter Partners
>
> tel: +1-514-426-1162
> fax: +1-514-426-1201
> Jason at PerimeterPartners.com
>
> Montreal, Canada
> --
> http://www.PerimeterPartners.com/
> http://www.RealityPanic.com/
> --
> "Do or do not. There is no try."
> - Yoda
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