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Old 01-10-16, 08:33 PM
mazty mazty is offline
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Join Date: Nov 2013
Posts: 117
Quote:
Originally Posted by SPS View Post
Unfortunately a lot of information is under NDA.
But what I can say is that you have many disciplines to manage for the same project, artists, tech artists, physics programmers, network programmers, graphics programmers, gameplay programmers, audio programmers, engine programmers, 3D artists, 2D artists, concept artists, sound designers, composers, contractors, level designers, gameplay designers, etc, etc. Planning for each discipline under a few producers can be taxing.

Secondly, the product has to be fun and enjoyable to play. This requires a lot of iteration.
That's not too different to any middle sized project where you have to bring in numerous different components, and is still fairly small compared to large ones e.g. any government project, or large business undertaking.

In light of what you say, with so many different departments, having a competent Project Management structure should be seen as an absolute necessity, otherwise communication across the entire business is going to be abysmal. Also iteration is a normal process (iterative development), so shouldn't be seen as a problem - in fact techniques such as rapid prototyping are based on being highly iterative.

Something having to be fun and enjoyable isn't all too unique. Anything customer facing should go through a rigorous UX cycle, and for games I actually think that UX cycle is pretty poor considering some of the decisions game companies make e.g. in GTA V, the map is a nightmare to read, the phone contact list is a mess, and having the phone and a context menu is ridiculous. It's hard to imagine R*have any sort of decent UX team if the above is what they decided was okay to give to the customer.
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