Cerny method

Tim Holt
Tim HoltInteractive Systems Designer/Developer à Hewlett Packard
“ METHOD” Cerny Games, Inc. Mark Cerny
“ METHOD” ,[object Object],[object Object],[object Object],[object Object]
Method, part 1:  Preproduction vs. Production   “ Capturing Lightning”  Pre-Production “ Building the game” Production
MYTH #1: PLANNING “ IT IS POSSIBLE TO PLAN AND SCHEDULE THE CREATION OF YOUR GAME”
Pre-Production:  Managing Chaos  ,[object Object],[object Object],[object Object]
MYTH #2: PRODUCTIVITY “ WORKING PRODUCTIVELY MEANS THROWING OUT NOTHING.”
Pre-Production  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Pre-Production  ,[object Object],[object Object],[object Object],[object Object],[object Object]
MYTH #3: TECHNOLOGY “ cutting edge technology is important, so build your technology first.”
TECHNOLOGY  STANDARD PRACTICE  Create Design Document  Create “Required Technology” Document  Build Technology  Build Game
DOUBLE-TRACK IT!  ,[object Object],[object Object]
MYTH #4: MILESTONES “ FREQUENT PROJECT REVIEW IS IS ESSENTIAL TO GOOD MANAGEMENT.”
Pre-production and milestones   ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Deliverables at end of Pre-Production ,[object Object],[object Object]
MYTH #5:  “ ALPHA =  FIRST PLAYABLE”
Method, Part 2:  The First Playable  OVERVIEW  ,[object Object],[object Object],[object Object]
First Playable Checklist   Two levels of publishable quality, with:  __ scope of game defined __ a touch of variety __ all local features included,  global features included as  required __ art direction in place __ enemy/obstacle behavior fully  defined __ basic technology done __ player behavior fully defined
MYTH #6: KILLING GAMES “ A cancelled project is a sign of bad management or a bad team.”
Canceling Projects  ,[object Object],[object Object],[object Object]
Method, Part 3:  Macro vs Micro Design  ,[object Object],[object Object]
MYTH #7: DESIGN DOCUMENTS “ THE MORE DEFINED YOUR INITIAL VISION, THE BETTER”
MYTH #7: DESIGN DOCUMENTS “ I NEED A 100-PAGE DOCUMENT DESCRIBING MY GAME.”
Why no 100-page design document?  ,[object Object],[object Object],[object Object]
Method, Part 3:  Macro vs Micro Design  Macro Design __ five pages __ character and moveset __ exotic mechanics __ level structure, size and count __ level contents __ overarching structure – linear, hub __ macro chart
Macro Chart  open hub 2   Key   - BOSS   Locale B   7 Key   4 eggs   ice   2-D   Snow   6 Egg   2 eggs   - 2-D   Locale A   5 Egg   1 egg   motorcycle   3-D   Desert   4 Egg   ice (training)   2-D   Snow   3 Egg   run from lava   3-D   Volcano   2 Egg   3-D   Jungle   1 received in level   required for level entry   exotic gameplay   level structure   locale
Benefits of a  Macro Design  ,[object Object],[object Object],[object Object],[object Object]
[Macro Design extras]  ,[object Object],[object Object],[object Object],[object Object]
Micro Design  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
MYTH #8: THE CONSUMER “ If you want to make a hit, listen to the consumer.”
What You'll Learn from a Focus Test  ,[object Object],[object Object],[object Object]
Gameplay Testing  ,[object Object],[object Object],[object Object]
SETTING IT UP  ,[object Object],[object Object],[object Object],[object Object],[object Object]
SETTING IT UP  ,[object Object],[object Object],[object Object]
Developer Risks  ,[object Object],[object Object],[object Object]
Publisher Risks  ,[object Object],[object Object],[object Object]
Publisher Benefits  ,[object Object],[object Object],[object Object]
Thank You
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Cerny method

  • 1. “ METHOD” Cerny Games, Inc. Mark Cerny
  • 2.
  • 3. Method, part 1: Preproduction vs. Production “ Capturing Lightning” Pre-Production “ Building the game” Production
  • 4. MYTH #1: PLANNING “ IT IS POSSIBLE TO PLAN AND SCHEDULE THE CREATION OF YOUR GAME”
  • 5.
  • 6. MYTH #2: PRODUCTIVITY “ WORKING PRODUCTIVELY MEANS THROWING OUT NOTHING.”
  • 7.
  • 8.
  • 9. MYTH #3: TECHNOLOGY “ cutting edge technology is important, so build your technology first.”
  • 10. TECHNOLOGY STANDARD PRACTICE Create Design Document  Create “Required Technology” Document  Build Technology  Build Game
  • 11.
  • 12. MYTH #4: MILESTONES “ FREQUENT PROJECT REVIEW IS IS ESSENTIAL TO GOOD MANAGEMENT.”
  • 13.
  • 14.
  • 15. MYTH #5: “ ALPHA = FIRST PLAYABLE”
  • 16.
  • 17. First Playable Checklist Two levels of publishable quality, with: __ scope of game defined __ a touch of variety __ all local features included, global features included as required __ art direction in place __ enemy/obstacle behavior fully defined __ basic technology done __ player behavior fully defined
  • 18. MYTH #6: KILLING GAMES “ A cancelled project is a sign of bad management or a bad team.”
  • 19.
  • 20.
  • 21. MYTH #7: DESIGN DOCUMENTS “ THE MORE DEFINED YOUR INITIAL VISION, THE BETTER”
  • 22. MYTH #7: DESIGN DOCUMENTS “ I NEED A 100-PAGE DOCUMENT DESCRIBING MY GAME.”
  • 23.
  • 24. Method, Part 3: Macro vs Micro Design Macro Design __ five pages __ character and moveset __ exotic mechanics __ level structure, size and count __ level contents __ overarching structure – linear, hub __ macro chart
  • 25. Macro Chart open hub 2 Key - BOSS Locale B 7 Key 4 eggs ice 2-D Snow 6 Egg 2 eggs - 2-D Locale A 5 Egg 1 egg motorcycle 3-D Desert 4 Egg ice (training) 2-D Snow 3 Egg run from lava 3-D Volcano 2 Egg 3-D Jungle 1 received in level required for level entry exotic gameplay level structure locale
  • 26.
  • 27.
  • 28.
  • 29. MYTH #8: THE CONSUMER “ If you want to make a hit, listen to the consumer.”
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.