The last lecture was indeed a very informative lecture I must say. A student who worked as an intern over the summer came and did a presentation about his experience, the production of the game he was a part of, as well as some cool and interesting facts about the gaming industry as a whole.
It all started when this student entered a Academia Game Lab competition. From this competition, 37 people where chosen for the internship. This is where he was hired to part take of the winning game of the competition to produce the game 'Shine'. Shine is a specialized program initiated by Ubisoft Montreal designed to simulate real production. 

Shine Production Team
Within the 37 people, there were a number of faculties. The first two were already part of Ubisoft. There were 7 members in the game design department, 12 in the programming department, 16 in the art department, and 2 in the audio department. Each of these faculties do extremely large variations of work. It's not like our GDW class where the work load sometimes tends to be weighted more on the programmer. In the internship, as the student explained, everyone takes part in their required job and is weighted almost the same. This is due to the fact that there are indeed 37 people in the team whereas in our class, we only have 5 or 6 individuals. Also, in order to become the Leader of a specific faculty you must give them a VERY good reason why you would want to a lead game designer or lead animator.
- Producer
- Assistant Producer
- Project Manager
- Creative Director
- Lead Game Designer
- Lead Artist
- Lead Animator
- Art Director
- Lead Audio Designer
Management
Good management is really important in a production like this. Having 37 people who never worked together before can be quite chaotic especially when the time period to make the game is only 2 months.
Production
The productive is the iterative process of validation. Production can be broken down into design, validation, bugs & improvements, and debug & fine tune. We already learned in our project management class that production takes quality, time and cost. It takes serious planning and management to get a certain project done. Any little change can affect another plan related to the game.
Pipeline
In the production pipeline, you have a series of milestones. Alpha is the phase where you game should be playable but it does not have to be continuous. This means that the game has to run without any errors but it does not have to be played level after level after level. It just means the game must work and that it should be ready for testing. Beta is the phase where the game must be playable from the beginning to the end. It must be continuous. Open Beta relates to online gaming and Age Rating is like deciding who plays your game. Master(GOLD) is having the game completely ready for marketing.
Shine Production
Since Shine had to be completed in only two months, the production period was very short. The training & pre-production took 2 weeks. In those 2 weeks brainstorming, concept art and prototypes took place. Production(3 weeks) is where the creation of the art assets, play testing, and so on occurred. Post production/testing & debugging consists of alpha and beta. This is where the finishing and polishing of the art assets took place.
Development Strategies
- The Persona
- Think 8
- Perforce
- Agile Scrum
The Persona is an imaginary ideal individual based on your target group. Think 8, which I think is the most resourceful development strategy is where everyone in the team would write down something for each topic based on their own ideas. No one talks to each other. Afterward the team then draws out the best or the most resourceful idea and writes down one sentence for each topic for their core idea. Here are the 8 topics:
In my opinion, Think 8 is the best way to do brainstorming. It is a great way to get everyone inputs and ideas because sometimes you will have people who are too shy to even say what their idea is because they think it might be stupid. But I think that people would open up more when they write their ideas down. In the event that I do have to take part in a development phase of a project outside of school, I would definitely suggest Think 8.
Aside from the development strategies and pipelines, you still have everything thing else that is of course very familiar to me. The remaining departments like Game Design, Art, and Audio. These departments are responsible for the art modelling, sounds, level designs of the game. Basically all the stuff you will be hearing and seeing in the game are all done by lead artists, 3d artists, sound engineers, game designers and so on.
This presentation revealed much about the different job opportunities available in the gaming industry. Since there are many effective successful ways to develop a game in 2 months, can you imagine the results of using these same tactics in developing a game in a year? Of course we do, we play these games everyday don't we?

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