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bungie had to reschedule their production practices mid development how they do this: 3 pillars quality first, people

first being adaptable quality: quality is 3 things we believe: flexible approach to scheduling, non-negotiable polish, planned crunch core of flexible approach to schediuling means they can rip it apart - ie new fe ature thought of, they will readjust things on the fly, schedule is living and breathi ng, not static features doing well thru playtests and design team very flexible with their schedule ----pre-planning methods: with a flexible schedule there is a long term plan, a vision for the project work with the team to monitor progress, gather emperical evidence --forge multiplayer object editor go into the game modify objects in level, do it real time with other players project didn't come up till 6 months before shipping reworked the schedule, cut small elements and work they were doing, reroute the engineers 2-3 ppl were able to ship this feature quality overlaps into people first, people and game quality go hand in hand non-negotiable polish/iteration crunch at bungie, humane way of doing it tool used either for good or level success of crunch is how its communicated communicating is vital to success

--------natural tension in creative process between designers producers etc. each develo per has

individual needs producers at bungie can assist with that, help find best solns producers role get the different teams working together functional groups

--adaptable project management inspect n adapt

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