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METHOD” METHOD” Cerny Games, Inc. Mark Cerny
37

The Cerny Method

Jan 25, 2017

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Page 1: The Cerny Method

““METHOD”METHOD”

Cerny Games, Inc.Mark Cerny

Page 2: The Cerny Method

““METHOD”METHOD”

1. Pre-Production vs. Production2. “Publishable” First Playable3. Macro vs Micro Design4. Gameplay Testing

Page 3: The Cerny Method

Method, part 1: Method, part 1: Preproduction vs. ProductionPreproduction vs. Production

“Capturing Lightning”

Pre-Production

“Building the game”

Production

Page 4: The Cerny Method

“IT IS POSSIBLE TO PLAN AND SCHEDULE THE CREATION OF YOUR GAME”

MYTH #1: PLANNING

Page 5: The Cerny Method

Pre-Production: Pre-Production: Managing Chaos Managing Chaos

• assemble core team• create successive prototypes• prototypes become like game levels

Page 6: The Cerny Method

“WORKING PRODUCTIVELY MEANS THROWING OUT NOTHING.”

MYTH #2: PRODUCTIVITY

Page 7: The Cerny Method

Pre-Production Pre-Production

• you are not making a game

3 C's: character, camera, control game look key technology holistic game design (if appropriate)

• you are making a game design

Page 8: The Cerny Method

Pre-Production Pre-Production

• take chances • build without knowledge of moveset• build without knowledge of tech limits• don’t know the context of what you’re

working on • etc…

Page 9: The Cerny Method

“cutting edge technology is important, so build your technology first.”

MYTH #3: TECHNOLOGY

Page 10: The Cerny Method

TECHNOLOGY TECHNOLOGY STANDARD PRACTICE STANDARD PRACTICE

Create Design Document

Create “Required Technology” Document

Build Technology

Build Game

Page 11: The Cerny Method

DOUBLE-TRACK IT! DOUBLE-TRACK IT!

• Build, borrow or buy “Quick and Dirty” Tech for rapid prototyping

• Build “Cutting Edge” Tech for actual game

Page 12: The Cerny Method

“FREQUENT PROJECT REVIEW IS IS ESSENTIAL TO GOOD MANAGEMENT.”

MYTH #4: MILESTONES

Page 13: The Cerny Method

Pre-production and milestonesPre-production and milestones

• negotiated term for Pre-Production• strict deliverables for Pre-Production

first playable macro design

• results of experiments are visible externally• no “stench of failure”

• “offline” status for team during Pre-Production

Page 14: The Cerny Method

Deliverables at end of Pre-Production

• “Publishable” First Playable• Macro Game Design

Page 15: The Cerny Method

MYTH #5:

“ALPHA = FIRST PLAYABLE”

Page 16: The Cerny Method

Method, Part 2: Method, Part 2: The First Playable The First Playable

OVERVIEW

• two levels• all local features, global features as appropriate• publishable quality

Page 17: The Cerny Method

First Playable ChecklistFirst Playable Checklist Two levels of publishable quality, with:

__ player behavior fully defined __ basic technology done

__ enemy/obstacle behavior fully defined

__ art direction in place

__ all local features included, global features included as required

__ a touch of variety

__ scope of game defined

Page 18: The Cerny Method

“A cancelled project is a sign of bad management or a bad team.”

MYTH #6: KILLING GAMES

Page 19: The Cerny Method

Canceling Projects Canceling Projects

• Team cannot create “Publishable” First Playable

• First Playable shows game not worth publishing

• Your project will not miraculously get better during Production!

Page 20: The Cerny Method

Method, Part 3: Method, Part 3: Macro vs Micro Design Macro vs Micro Design

• Macro in hand at start of Production• Micro created during Production

Page 21: The Cerny Method

“THE MORE DEFINED YOUR INITIAL VISION, THE BETTER”

MYTH #7: DESIGN DOCUMENTS

Page 22: The Cerny Method

“I NEED A 100-PAGE DOCUMENT DESCRIBING MY GAME.”

MYTH #7: DESIGN DOCUMENTS

Page 23: The Cerny Method

Why no 100-page design document? Why no 100-page design document?

• waste of resources• deceptive and misleading• sets direction prior to verification of fundamentals

Page 24: The Cerny Method

Method, Part 3: Method, Part 3: Macro vs Micro Design 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

Page 25: The Cerny Method

Macro Chart Macro Chart locale level

structure exoticgameplay

required for level entry

received in level

1 Jungle 3-D Egg

2 Volcano 3-D run from lava Egg

3 Snow 2-D ice (training) Egg

4 Desert 3-D motorcycle 1 egg Egg

5 Locale A 2-D - 2 eggs Egg

6 Snow 2-D ice 4 eggs Key

7 Locale B BOSS - Key open hub 2

Page 26: The Cerny Method

Benefits of a Benefits of a Macro Design Macro Design

• can accurately schedule Production

• can track progress during Production

• prevents feature creep and feature drop

• properly circumscribes creativity

Page 27: The Cerny Method

[Macro Design extras] [Macro Design extras]

• brief story

• conceptual art

• acquired abilities or inventory (holistic games only)

Page 28: The Cerny Method

Micro Design Micro Design

Micro Design• script• level maps• enemy descriptions, behaviors• puzzle descriptions• special gameplay descriptions• and much more

Page 29: The Cerny Method

“If you want to make a hit, listen to the consumer.”

MYTH #8: THE CONSUMER

Page 30: The Cerny Method

What You'll Learn from a Focus Test What You'll Learn from a Focus Test

• What's popular as of ten minutes ago

• How not to stand out

• The feature list of every recent game that was pretty good

Page 31: The Cerny Method

Gameplay Testing Gameplay Testing

• two to five times

• watch what they do

• quantitative analysis

Page 32: The Cerny Method

SETTING IT UP SETTING IT UP

• preproduction-based funding• greenlight is at first playable• best and brightest• ‘housekeeping’ deal during preproduction• production as usual

Page 33: The Cerny Method

SETTING IT UP SETTING IT UP

• In the event of cancellation…• Publisher owns IP, but cannot develop it

with another team• Developer may purchase IP at cost of

development to date

Page 34: The Cerny Method

Developer Risks Developer Risks

• Lack of full-term publisher commitment• Full team not employed during pre-

production• Uncomfortable level of transparency to

publisher

Page 35: The Cerny Method

Publisher Risks Publisher Risks

• Start projects with only a rough release date• Preproduction is expensive• No milestones = no pressure?

Page 36: The Cerny Method

Publisher Benefits Publisher Benefits

• Low cost of entry for projects• Very close publisher/developer relationship• Accurate production schedule and budget

Page 37: The Cerny Method

Thank YouThank You