MSteele MASSIVE Presentation r1

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Who am I?: 

Who am I? Michael Steele

Emergent Game Technologies: 

Emergent Game Technologies Redefining the craft of game development. New Production Methodologies and Infrastructures Presentation for UCI MASSIVE Conference April 20th, 2006

Why are new methods these needed?: 

Why are new methods these needed? SCALE - Traditional development methodologies don’t scale very well Tech, Production, Testing, Community and Service Solutions are costly & risky (bigger teams, heavy iron, longer dev cycles) Outside game industry’s core competency BUSINESS - Business model is rapidly evolving Transition to customer-centric (service) industry Direct-2-market means disintermediation of traditional channels Tested solutions are needed for new monetization schemes

Simplistic Solutions to be wary of:: 

Simplistic Solutions to be wary of: Open-Source Technology Not Scalable or Mission-Rated High Level Scripting Languages Java VM, Python, Ruby, LUA Leveraged or GP Infrastructures GRID computing Commodity Hosting and Bandwidth Homemade or ad-hoc eCommerce Solutions Far away from our core competency Legal/Liability/Audit compliance

What does work?: 

What does work? Discipline and Engineering Excellence 6 of the 7 classically “hard” CS problems… Choosing good middleware can save you ~40% The rest is still very hard work! New development methodologies that focus on Rapid Iteration Test-Centric Development Use of advanced automation everywhere in your process Use imbedded metrics everywhere Tools Tools Tools! Professional solutions for non core-competency areas Top-Notch enterprise-grade eCommerce High performance, low-latency data centers Professional operational tools (IT, CRM, etc.)

New methods should be used to reduce time & complexity: 

New methods should be used to reduce time & complexity Game development life cycle: 1.5 to 4 years Live Operations Technology Content Test Technology Content Test New Methods + Middleware Tools + Automation Automated testing + Metrics Content Test – Faster generation of new content – Lower recurring Dev/QA costs – Higher game stability – Rapid response to problems Launch Can take 20% to 40% cost out of The development cycle