scrum is a type of agile development
agile = develop product using short iterations so you can fix problems while they’re small
everybody involved (on the team) knows what’s done, what needs to be done still
ned early and often communication
a lot of team mentoring and support
have a working game at the end of each iteration - and [...]
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agile development in the game industry
music & sfx
gotta decide on a mood you want to create
music not needed till later in game production but leave time for feedback and correction
time for people to get cut scenes made if you want them to have music, music for trailers or marketing demos
musicians charge by the minute of music - can cost up to $1k [...]
voice over and music - also starts with preproduction planning
gotta start planning for these in preproduction
voice over shoots can get really expensive
need to make a lot of decisions about how much voice over, what qulaity you need, file naming standards, how you will localize
can have a spreadsheet of lines to be recorded - gotta give the voice over artist context so they know hwat [...]
localization - starts in preproduction
has to be part of preproduction planning if company wants to do simultaneous ship with multiple language versions
make sure no text is hard coded - that includes dates and currency symbols
voice overs will need to be done in multiple languages or subtitles
store text files with text someplace obvious
make sure text is on a separate layer [...]
project management methods
ch3 in textbook
good to know formal methods and be aware of what’s going on in general in the business world - saves time in the long run
project management techniques help ya with the resources-features-schedule triangle - remember to develop a quality product - if you increase 1 usually you have to change the schedule/get more [...]
notes for week 10 of senior seminar on fun
Measuring State and Trait Aggression: A Short, Cautionary Tale.Preview By: Farrar, Kirstie; Krcmar, Marina. Media Psychology, 2006, Vol. 8 Issue 2, p127-138
article walks thru the process of developing new way to measure effects of media exposure - applies what we know about human personality and looks at previous attempts to measure
effects sizes small to [...]
reading notes - semantics of fun by blythe and hassenzahl
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Blythe, M. & Hassenzahl, M. (2003). The semantics of fun: Differentiating enjoyable experiences. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment.91-100.
lack of agreed upon set of terms - enjoyment, pleasure, fun, attraction - often used interchangably but all aren’t really synonymous - this article trying [...]
reading notes - engineering of experience by sengers
Sengers, P. (2003). The engineering of experience. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment. 19-29.
engineers have worked for efficiency in production - and managed to suck the fun out of most jobs. So peopel go home and try to cram as much fun in at home [...]
reading notes - let’s make things engaging by overbeeke, djajadiningrat, hummels, wensveen, & frens
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Overbeeke, K., Djajadiningrat, T., Hummels, C., Wensveen, S., Frens, J. (2003). Let’s make things engaging. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment. 7-17.
“physicality of the product should be reinstated to restore engagement. Fun, as such is not hte issue, engagement is.” (p.
we [...]
reading notes - ch7 Rollings & Adams on Gameplay
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their definition of gameplay - one or more causally linked series of challenges in a simulated environment
simulated enviornment - because we stop playing when we leave the game, the game is separate from life, from real life
challenges rather than choices - they thought choices too broad, couldinclude choosing to go [...]
