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PRODUCING BORDERLANDS 2
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Producing Borderlands 2

Feb 24, 2016

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Producing Borderlands 2. Who am I?. My name is Matt Charles. My title is Producer . I graduated from UTD in 2008. Why am I here?. I’m here to talk about Borderlands 2. - PowerPoint PPT Presentation
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Page 1: Producing   Borderlands 2

PRODUCING BORDERLANDS 2

Page 2: Producing   Borderlands 2

WHO AM I?• My name is Matt Charles.

• My title is Producer.

• I graduated from UTD in 2008.

Page 3: Producing   Borderlands 2

WHY AM I HERE?• I’m here to talk about Borderlands 2.

• I want to share information about our methodology and processes and some generally-interesting things that happened during the development of BL2.

• I want to give an overview that prompts questions.

Page 4: Producing   Borderlands 2

WHY AM I HERE?• I’m here to talk about Borderlands 2.

• I want to share information about our methodology and processes and some generally-interesting things that happened during the development of BL2.

• I want to give an overview that prompts questions.

• But before that, let me provide some important context…

Page 5: Producing   Borderlands 2

WHAT DOES A PRODUCER DO?• Be responsible for the game shipping on time, on budget, and to quality.

• Maintain the mission.

• Establish goals.

• Anticipate needs.

• Remove obstacles.

• Track progress.

• Be camp counselor.

• Ask questions.

Page 6: Producing   Borderlands 2

DEFINING TERMS• Project: It’s the thing that makes a ...

• Product: A product is the result.

• The Product is named Borderlands 2 – the thing that’s on shelves.

• The Project was named Willow2. It’s a collection of ideas, people, structures, goals, love, trials, hope, etc…

Page 7: Producing   Borderlands 2

THE MAKING OF BORDERLANDS 2

• At Gearbox, a project like Borderlands 2 has a single point of authority and responsibility. That person is the producer for the project.

• Projects tend to take on a lot of the personality and philosophy of the producer.

Page 8: Producing   Borderlands 2

MANAGEMENT PHILOSOPHY• Work with great people and get out of their way.

• Don’t spend your effort trying to change people.

• Instead, understand people and apply them where they fit best.

• Making games is a team sport.

• Nobody cares if you’re great if no one wants to work with you.

Page 9: Producing   Borderlands 2

ANALYSIS OF “GET OUT OF THEIR WAY”

• Zero-creative production:

• It’s the responsibility of the Producers to enable the team.

• Producers don’t want to make my game, we want to make your game.

• To allow us to do our job better, we’ll endeavor to have as little creative stake as possible in the game.

Page 10: Producing   Borderlands 2

MISSION STATEMENT• We believe in spending a lot of energy on crafting a mission statement for a project.

• This mission statement is something that guides us on decisions big and small.

• It sounds corporate. Maybe it is. It’s super useful anyway.

Page 11: Producing   Borderlands 2

THE MISSION STATEMENT FOR BORDERLANDS 2• Iterate if possible; innovate where necessary, but always stay true to the proven RPS

formula while building a foundation for the future of the franchise.

• Demonstrate a significant, measurable improvement in both customer and critical acclaim that positively impacts purchase intent and expands the customer base.

• Maintain a high performance team that trusts one another in decision making and execution.

Page 12: Producing   Borderlands 2

• Improve rather than invent in order to…

• …make a better product using…

• …a team built on deserved trust and respect.

A USEFUL VERSION

Page 13: Producing   Borderlands 2

CRITICAL REVIEW ANALYSIS• A massive undertaking!

• Gained insight as a team into our game and our processes.

• Absorbed findings, made decisions.

• Vehicles? Improve.

• Arenas? Cut.

Page 14: Producing   Borderlands 2

INITIAL SCHEDULE• First step: create a high-level schedule (example below)

• Break down high-level schedule and missions into attainable, short-term goals...

Page 15: Producing   Borderlands 2

MILESTONE GOALS

Page 16: Producing   Borderlands 2

RAW NUMBERS

Page 17: Producing   Borderlands 2

RATINGS

Page 18: Producing   Borderlands 2

PRODUCTION STAGES• “When did you leave pre-production and enter production?”

• Have important questions been answered?

• Gradient based on ‘ready-for-iteration’ status.

• Iteration loops can be traps. Keep the testable surface area low.

Page 19: Producing   Borderlands 2

OUR FRAMEWORK• Extremely important for a large team.

• Establish a ratification process to establish clear goals and avoid wandering direction.

• The ratification process itself requires consensus-building, so problems are aired and worked out sooner.

Page 20: Producing   Borderlands 2

DESIGN AND STORY• Have a good story, but gameplay wins.

• Example: No non-interactive cutscenes.

• Design is the reason why we have the aforementioned framework in place.

• Proximity matters.

Page 21: Producing   Borderlands 2

CHARACTERS• ~1 month for design consensus on our cast

• Rules:

• Easy to learn, challenging to master

• No ‘wrong’ class

• All play well solo & co-op

• Action skills work with core FPS loop

• Familiar and new promises

Page 22: Producing   Borderlands 2

LEVEL DEVELOPMENT• Plan stages of progress for each map.

• LD is where everything comes together!

Page 23: Producing   Borderlands 2

ART DEVELOPMENT• Art style

• Guiding principles remained consistent

• Art Style Guide for new artists

• Could’ve improved communicationbetween Art and Design / LD

Page 24: Producing   Borderlands 2

CODE DEVELOPMENT• Established engine that passed certification

• Debugging tools

Page 25: Producing   Borderlands 2

CREATURE DEVELOPMENT• Skags 2.0, Stalker, Loader

• Tools and debugging features arehugely important for enemy development.

• With new systems, it’s difficult to predictwhat types of bugs you’ll encounter andwhat the dependency chain looks like.

Page 26: Producing   Borderlands 2

CONSTRUCT

Page 27: Producing   Borderlands 2

CONFLUENCE• It’s one thing to have an idea, it’s another to have it documented and peer-reviewed.

• Crucial for time-saving.

• Usability of the software and readability of the document are extremely important.

Page 28: Producing   Borderlands 2

JIRA• Task-tracking is essential.

• Requires constant maintenance and upkeep, but is infinitely useful.

• Powerful tools help expose trends andhelp give insight to the state of the project.

Page 29: Producing   Borderlands 2

PERFORCE• Source control – GOOD!

Page 30: Producing   Borderlands 2

PERFORCE• Source control – GOOD!

• Not making backups – BAD!

Page 31: Producing   Borderlands 2

Q&A