Scope to Cope: Sensible Student Game Development

The following is a feature article I wrote that was published in Screen Education magazine (Issue 60). It’s basically the amalgamation of seeing literally hundreds of students’ heartbreaking projects born of over-eagerness and, ultimately, failure.

Scope to cope kids, please. Oh, and enjoy the read.

The Problem of ‘Over-Scoping’

Every year a slew of academic institutions invite video game industry folk to come and view their students’ final year projects. Games, game engines, mini-games, mods. No matter what they are, if it’s game related there’s one problem that is guaranteed to stand out every time; over-scoping.

It’s a term far too familiar in the gaming industry. No game wishes to bear its weighty moniker, no publisher wants (one would hope) a product where the possibilities become signs of failure, and — perhaps more-so — no developer wishes to be the cause of such critical reception.

Why? Because it simply means, someone, somewhere in the development process has bitten off more than they can chew and failed to reel it in, in effect, failing the project and its audience.

So, naturally, it’s not something developers wish to see evident in the work of prospective employees. It’s a problem plaguing academic development projects today. Which makes it even harder for academia to convince developers that there is any serious benefit a degree holding graduate may possess over a passionate, enthusiastic, self-educator.

However, perhaps it is a case of the pot calling the kettle black; many a commercial game, both large and small, blockbuster or budget, fail to deliver. All showing signs of promise as to what could have been.

Although there are many reasons why a commercial game could suffer these shortcomings, there is little-to-no reason why a teacher-led, student project should ever be over-scoped. Particularly the project said student is parading in front of highly experienced game developers — game developers that have most definitely been burnt previously by a poorly scoped project.

So how does one get it right? How do you gauge, so early in a project, the weight of seemingly futile decisions? Unfortunately the only answer the industry has at the moment is; experience, a lot of common sense, and design by subtraction.

Seeing as though most students have little-to-no experience, common sense is difficult to apply, so it would dictate that relying on purely, minimalistic design is ideal.

Beauty in simplicity. A well polished game of simple conception and masterful execution will always trump the grand desires and failures of those attempting mimicry of blockbuster titles. There are those students that try and remake the hack and slash epics or action-packed first-person shooters, literally, with four students to a team, and six weeks time. Yes, it is easy for students to be dazzled by the blockbuster games — as it is for commercial developers — but this is the road to ruin. When this happens, it is not only a failure of the students, but also their teachers/instructors.

Whether developing a project simply for a class assignment or activity, or whether it’s a major portfolio piece designed to attract interest from prospective employers, it is imperative that what is given the most attention is the students’ responsibility as developers to provide an end product that is of the highest quality and design integrity they are capable of.

Designers, artists, programmers, audio engineers, no matter the discipline, should assess the path ahead and approach the upcoming development as sensibly as possible, constantly reassessing and, if need be, realigning the project.

How do you intelligently scope a project? What are the methods? Well, it differs from studio to studio, from developer to developer. There are numerous processes and checks in place to battle over-scoping and so there is no hard and fast way to give students the magic solution, but the methodology suggested below is an amalgamation of some techniques that can help students approach their development projects with far greater sensibility and perhaps some promise of a far greater outcome.

Start Simple

When initiating a game development project, start from the start. The bare bones. Start simply with these two questions:

  1. Who is my primary audience?
  2. What are the project’s intrinsic restrictions (time x resources x budget)?

Once these questions have been answered truthfully, design perimeters (or guidelines) that the team can work within will begin to appear (i.e.; if you know the audience is 5-10 year old females, you’re not developing a first-person shooter). So with the knowledge of a target audience, and the restrictions of the project, a process of elimination has begun where, ultimately, the end result will be the team holding a complete visual meta-image (or ‘bird’s eye view’) of the project.

So with our first perimeters, we continue by applying some cold, hard facts of development to the mix. This is where it really becomes fun, as the focus will shift towards the gameplay design. Some examples are:

  1. I am to craft a positive experience for the user.
  2. From inception, it must engage the user consistently and constantly.
  3. The project must be achievable well within the capacity of the schedule (time), resources (people and tools) available, and budget (money).

Okay, so from these facts come the ‘common sense’ factor of preventing over-scoping. From this the team can see what is important for the end user; wonder and excitement (a), fun and engagement (b), a quality, well presented end product (c). This process is highly important as the understanding of these facts help remove the ‘me’ factor from a team and place the focus of game development where it should be, on the end user.

Now take everything the team has just discovered and roll it all into one final question:

  1. What experience will engage (insert audience here) constantly from beginning to end, whilst remaining achievable within the inherent restrictions of the project?

This is the question that will be dubbed, the ‘concept killer’. All concepts will be born of or tried against this question. This is the hardest part of the conceptual phase, if not for the numerous conceptual ideas teams will go through, it will be due to the surprisingly genuine challenge of answering honestly. Asking one’s self whether or not a concept is the right fit is a skill that must be learnt and continually practiced vehemently.

When seeking appropriate concepts the biggest thing that will help students is seeking inspiration outside of the medium. In this period of time, where concepts are being considered for development, constantly question everything. Try and find the intrinsic fun in everything even remotely enjoyable; Why is it fun? What are the processes of interaction? Can they be formulated into a rewarding game mechanic? If not, try again. Look to hobbies, go to a gallery, play and research board games, read a book, watch children play and question their inspiration for such games, take a walk, study nature in action, read up on scientific phenomenon, just simply opening one’s self to doing different and new things will inspire.

Going through this process all the time (not just when looking for concepts), will foster an ability to steer away from imitation by increasing one’s frame of reference. Which is a technical way of saying; it will make your ‘box’ bigger — far easier than attempting to think outside of it.

Some of the most brilliant gaming experiences come from the simplest of concepts. Portal (Valve, 2007) was initially a student project named Narbacular Drop (Nuclear Monkey Software, 2005). That team is now employed at Valve and worked on Portal. Another example of a brilliantly executed title with perhaps an even simpler concept and execution is Jenova Chen’s Flow (ThatGameCompany, 2006), developed originally as an accompaniment to a thesis.

When outlining a game design, one must ask themself; what experience am I trying to create? From there, the simplest, most streamlined possible approach must be taken, layering gameplay as is only crucially necessary.

Schedule Simple

A project’s schedule is something that is constantly monitored and managed, by all departments, from Quality Assurance (Q.A.) all the way through to Production and Management. Student projects are no exception.

There must be two levels to effective schedule monitoring, management and maintenance; the macro and the micro.

The macro is the major schedule. Allotment of tasks and resources, milestones, goals; all of this is included here. Although a team effort, there should be a producer role assigned to one person within a team. They shall be responsible for the macro management of the schedule and keeping the team notified and informed of upcoming milestones, deadlines, or concerns and problems.

Now for micro. This is the most important role, and for that reason it is the responsibility of every single person on the team. This is the assessment of all new ideas, concepts, prototypes, hiccups, reshuffling, etc. Literally assessing anything that arises, as it arises. The team must remain diligent and honest as ever here. One person slipping something through or failing to notify the rest of the team can lead to an inflated project and unwanted crunch.

Stay Simple

There will be more ideas flowing and appearing through the course of the project’s development than during the conceptual stage. More often than not, these late (or ‘on the fly’) ideas will also be far better, more intelligent ideas. This is of course due to the fact that the team is immersed in the project, having a far greater understanding of what the end product will be and (more importantly) what will benefit the end user.

Remember one thing; over-complication does nothing for a game design but give the user more to comprehend, adapt and apply. Constantly ask the question; ‘Is this truly benefiting the end user experience?’ Again, answering this truthfully is a skill that all game designers must possess. It is quite simply critical to the role of a designer.

Once that question is answered, another presents itself. This time an even more pertinent question; ‘Do we have the time and resources?’ Sadly, even if the game will benefit from the addition or amendment, the answer to this question may be ‘No.’ In fact, it is frequently the case that the best and brightest ideas will arise too late in the course of the project.

When this arises, the ability to accept it as an unfortunate situation, acknowledge the greater understanding gained and then move on with the project will always provide the team with a far better chance of delivering a higher quality product. For short, fastened ends are consummately better than lengthy, loose ends.

And… Strip Simple

Some of the greatest designers of our time will never be acknowledged for their greatest moments of genius, because those moments would be where they removed something from their game. A character, a sub-plot, a gameplay mechanic, perhaps even an entire world. A great game designer is a master of subtraction, moving their fine comb over every facet of the game, critiquing, comparing, cross-examining, finding and exposing those aspects of a game that bear the foul odour of complexity, ill-communication, redundancy, or worse… irrelevance.

Again, continue to ask that question of every aspect of the game; ‘Is this truly beneficial to the end user experience?’

Every facet of a game should come together and complement each other in the most wondrous ways. There should be balance. In everything. Music, sound effects, art direction, narrative, gameplay mechanics, gameplay systems, the user interface and structure elements, level design… everything

If the answer is hard to ascertain, perhaps dig deeper; ‘How does this particular mechanic support and promote this aspect of the player experience we are trying to develop?’ These are the types of questions all members of a development team should constantly be asking, because if you don’t need it… cut it!

Simple Sensibility

This sub-heading pretty much sums it up. With a sensible, realistic approach to the design and development of student projects, it’s not hard to figure out what not to do. Simplistic, well thought out designs will always be better end products than complicated, impulse imitations.

Student game development projects should be the grand realisation and wondrous result of years spent immersed in the technicalities and theories of perhaps the world’s finest, most incredible, most inspiring medium – the medium with perhaps the greatest potential to engage its user in the most powerfully emotional ways. Student projects should push boundaries, change attitudes, inspire veterans, and most of all show promise, not only of an industry and medium but the students responsible.

Don’t miss that opportunity. Develop simple, deliver big.

Posted: February 8th, 2011
Categories: Miscellaneous
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Ambient Arrivals

So if you read the last post you’ll know I’ve been in Japan for the last couple of months working on some cross media stuff for the band Closure In Moscow. The main grunt of that came in two forms; a slew of photos and some web docos, to be posted on the band’s website as a tour journal of sorts.

A whirlwind tour and also having the duties of tour manager on my plate led to not having anywhere near my preferential time or opportunity to edit and finetune these little web docos to justice, but, such is life and a mentor of mine once said…

“The difference between an artist and a professional artist is that the latter can work at their standard pace and level of quality regardless of their surroundings. When the need for their artistic expertise calls, the professional answers, the everyday artist complains.”

This stuck with me and so without further complaint/excuses, here is my directorial (well, anything film related) debut…

Posted: January 4th, 2011
Categories: Projects
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The Love Child of Apathy and Ambition

So it’s been a fair while since my last post, and there are a few reasons.

  1. I was busy leading up to and during GCAP. The first run by good friend and man I deeply respect, Antony Reed at the helm of the GDAA. I must say, for the first time, it was the most relevant, targeted and promising GCAP over the years. I flew home from the Gold Coast genuinely ecstatic about the future of our local industry – something I can’t say has happened for a couple of years. A big congratulations to Tony and his team, and of course all the speakers and delegates.
  2. During the closing months of 2010, as a man of many passions and applications, I’ve been in Japan. Both on a holiday from familiar labor, and an expedition into another creative passion; I was tour manager and documentarian of band Closure In Moscow during their national tour of Japan with our good nihonjin friends, FACT. Genuinely, heartwarmingly, incredibly unforgettable is the only way to describe the experience and, coming away from it, my only hope is that my documentary work (photos and webisodes) can reflect even the slightest notion of that magical time.
  3. I have been hard at work on a couple of new endeavours that I will hopefully be able to release some more details on soon. Both at Torus and external to my work there. Exciting stuff. One’s a large-scale transmedia experiment of sorts, and the other’s a very cool little 3DS title I’m proud of.
  4. I’ve also been writing on games again and recently on development too. Most recently, I’ve been writing for Hyper and Screen Education magazine. This has demanded not only most of my writing time, but satisfied my writing ‘urges’ also.
  5. Lastly, and it always sucks to admit this stuff, but I’ve just been apathetic. I mean, seriously, I could have found the time to blog if I really wanted to. Something happened though, I read back over all my posts and the site was reading like my favourites list on some sort of artistic or design focused StumbleUpon account. I asked myself, “If I found this site now, would I come back here? Am I offering anything genuinely useful?”. You can guess what my answer was. Sure, this blog was meant to give others an insight into my inspirations and of course to share them with others. However, the main objective was (and still is) to provide a place where my thoughts, philosophies and work in the various artistic mediums I roam can call home. That wasn’t happening, so I felt an apathy towards my little corner of the web.

Here I am though, 2011, and there’s a lot about to happen. I have past projects, essays and other stuff to post. Not to mention, there’s a lot of inspiration and projects in the works. So stay with me, and we’ll see if 2011 can be the blogging year 2010 wasn’t.

Happy New Year guys!

Posted: January 3rd, 2011
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Kids Are (Secretly) Fucked Up

Ever wondered what kids would show us if we could delve into their imagination? Well, don’t. Dave DeVries did and subsequently spawned the imagery that occupies Satan’s mind. Did I mention I’m prone to nightmares?


Kimberley here, although lovely I’m sure, is challenging Lynch and Del Toro with her fish-elf red riding hood. No wolf is present as he was clearly sacrificed with a modus operandi that Kimberley felt her grade 2 teacher’s mind could not handle witnessing. My bet is on it involving the fish somehow.

Dave DeVries is an American comic book artist and illustrator that brings children’s drawings and paintings to life using his technical mastery and years of illustrative experience. Some of the work is truly incredible. The superheroes section is particularly awesome.

You can check out the award winning (and inspirationally original) work over at his site, Monster Engine.

Posted: August 17th, 2010
Categories: Inspiration
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Memetic Visions

Ty Carey, the gin soaked art director with whom I spend my designated slave hours (and mentioned in my last post), was victim to my incessant ramblings on a desire to further develop my photographic skills and potentially bridge into short film.

He spoke of a friend of his who, based in Melbourne, is drawing quite a few eyes on the international creativity super hub (das internets) for his skills behind the camera.  Donning the pseudonym ‘Memetic’, Christian Were is talented. A fantastic eye for visual storytelling and emotional influence.

Enough words though, let his latest visual experiment captivate. He took to the evening brilliance of Melbourne’s streets with photography comrade Jeren and, in Memetic’s own words…

“The idea was simply to experiment with “motion photographs” – an image that is primarily static but with secondary elements of movement.”

The result speaks for itself…

His Flickr stream holds incredible treasures… and his blog, Memetic Drift, passes an insight into his work and its various influences – definitely worth a follow.

Posted: August 13th, 2010
Categories: Inspiration
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Gin Soaked Inspiration

Hands down, the greatest pleasure of my job is the incredibly talented people I get to interface and collaborate with. They inspire me daily, hourly, shit… pretty much constantly. For example…

That’s the brilliantly offbeat output of Ty Carey, Art Director at the studio I’m currently working at – not only is he a friend, but an incredible inspiration.

His diverse and malleable style, keen eye for aesthetics and quality, and stubborn passion for better artistic practices and philosophy has made him an incredible mentor for me.

He steers a blog under the moniker GinSoakedArt that comprises his work and, due to his diligence in keeping it updated, demands a regular visit. His varied style and sources of inspiration means that each visit you never know what you’re likely to find.

Check it out… http://ginsoakedart.blogspot.com/

Posted: August 13th, 2010
Categories: Inspiration
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Kooky Adventures

I’ve been really pouring over Eastern (and Central) European design lately, and a recent showcase on Polish web design, followed by some time spent with Amanita Design‘s brilliant point-and-click adventure game Machinarium, has only motivated that infatuation to all new heights.

Then, delving deeper into the works and history of Czech design studio, Amanita Design led to me this little guy…

Kuky

That’s Kuky!

He’s the main character in a magical new film, Kuky se vrací, from Czech director Jan Svěrák. It looks fantastic and the style of presentation is a breath of fresh air in a raging wind tunnel of cinema whose answer to everything is to use CGI.

The film is only released in the Czech Republic currently, but hopefully it will follow the lead of its title character and expand its horizons soon enough.

Check out the trailer, it looks adorable and has been relatively well received by those lucky enough to have seen it. I’m a sucker for adventures and this has all the signs of a European Miyazaki-Henson, which is more than fine by me.

I’d love to explore the possibilities of developing a high adventure game using this art style – would’ve been perfect for the Where the Wild Things Are game.

When I get my hands on the film, I’ll let you all know how it went.

Posted: July 29th, 2010
Categories: Inspiration
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Minimalist Star Wars Posters

I’m a big fan of Star Wars, but also – being a game designer – minimalist/simplistic design is something I don’t simply adore, I feel it’s an intrinsic part of good design. There are always ways to be more efficient. So following up on the movie poster theme of the last post, I found these three little beauties.

They’re not perfect, but the use of shape is fantastic. Enjoy!

A New Hope Poster (Minimalist) - Unknown

Empire Strikes Back Poster (Minimalist) - Unknown

Return of the Jedi Poster (Minimalist) - Unknown

My favourite could be A New Hope. The strength of the three TIE fighters (one of them’s a modified TIE advanced x1,  I know) is superb, and their bold angling is pulled straight from the films. Making the decision to have the copy follow that angle is masterful, it frames the action beautifully and gives the poster plenty of character.

However, The Empire Strikes Back poster is the strongest in my eye; it’s strong yet simple shapes form the paces from an iconic scene – instantly recognisable, super simple, incredibly powerful. You can almost see the Star Destroyers moving toward each other.

Unfortunately, I didn’t get the artist’s name. Sorry *insert name here*.

Posted: July 28th, 2010
Categories: Miscellaneous
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Every first blog post should involve Walken…

Let’s kick this design journal off with a bang, a..  loud bang, that’s… cra-zy!

A friend of mine put me onto a site called Behance Network… it’s been blowing my mind daily. Behance and I are still in the honeymoon period, so right now it feels like I’ve stumbled across the TED.com of creative media.

This showcase of (incredible) vector movie posters by graphic designer / illustrator Grzegorz Domaradzki inspired me to finally get this blog going. Feast your eyes…

Deer Hunter Poster (Vector) - Grzegorz Domaradzki

Thanks to the Behance Network and Grzegorz Domaradzki for these. You can find the original post here.

Posted: July 27th, 2010
Categories: Miscellaneous
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