Game Testing All in One (Game Development Series)

Development is the long haul.

Your development schedule is likely to last six months to two years. Some Flash and mobile games can be designed, coded, and tested in less than six months. At the other end of the spectrum, games that are longer than two years in development run the risk of going stale, suffering personnel turnover , having features trumped or stolen by other games , or seeing technology lapped by hardware advances. Any of these problems can cause redesign and rework which, in turn , lead to schedule delays.

The deceptive part of development is how long it seems at the start. You have a good plan, and it's easy to think that anything and everything can be accomplished. This phase of the project can be dangerously similar to summer vacation. At the beginning, all you see are weeks and months stretching out in front of you, with plenty of time to accomplish everything that's on your mind. Then, as the deadline draws near, you wonder where all the time went and suddenly start scrambling to fit everything in.

The trick to surviving this long stretch is to break large tasks into small, manageable tasks that are rigorously tracked. You can't know whether you're behind on a project if you don't track the tasks . This is something that you should do as often as once a week.

One successful task-management technique is to have each developer track his own tasklist, complete with time estimates. These individual lists roll up into a master list that shows at a glance the estimated time to completion for the entire project. This method is particularly useful for seeing whether one person's taskbar sticks out beyond the others. If this happens, that person is the de facto critical path for the project and you should take a close look at his list to see whether some tasks can be offloaded onto someone else.

This method also has the advantage of leaving the developer or artist in charge of his own estimates, instead of imposing them from above. This increases their buy-in to the schedule and makes them less likely to miss deadlines.

If you are an external developer working for a publisher, your progress is tracked for you in the form of contractual milestones. The incentive to stay on schedule is clear: if you don't meet the milestone, you don't get paid. Well-run internal groups use the same structure. Milestones are established at the start of development and there is usually a companywide , monthly project status meeting where all the producers get together and go over the status of their projects in detail. What senior managers look for during project reviews is not only whether the project is on schedule, but also how the producer is working to minimize any risks that could endanger the project in the future.

Here are some non-technical tips for surviving the development phase:

Категории