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Producing a Game April 30, 2011 OGPC 2011
First things first… See that bit in the lower right corner? This is totally not confidential.
PopCap Games Bejeweled, Plants vs. Zombies, Peggle. In business for 10 years. Offices in Seattle, Shanghai, and Dublin. Casual games with a focus on highly polished fun gameplay are what we love.
And you are? I’m glad you asked! I’m Michael Santora! Senior External Producer. 5+ years at PopCap. Published dozens of titles to date. Worked from QA into Production.
Producing a Videogame ,[object Object]
Design it (We have a plan…)
Build it (We’re always almost done!)
Publish (The Production Tango),[object Object]
Yeah but Seriously … Escape Rosecliff Island for PC & Mac Hidden object game. Simple interface “hey, wouldn’t this be cool on an iphone?”
Design The Game UI Design Menus, interface Game Design Marketing The Design Doc / Request for Proposal
Making The Game We’re nearly there! Again! Regular builds from the developer Review design choices and make changes Lock down design in stages QA, bug triage, hit milestones First Playable, Alpha, Beta, RC0, GMC
Publishing The Game Platform specific (iphone, xbox, psn, etc) Fill out all the paperwork. Set the final launch date. You remembered to include marketing, right? The Production Tango!

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Ogpc Talk

  • 1. Producing a Game April 30, 2011 OGPC 2011
  • 2. First things first… See that bit in the lower right corner? This is totally not confidential.
  • 3. PopCap Games Bejeweled, Plants vs. Zombies, Peggle. In business for 10 years. Offices in Seattle, Shanghai, and Dublin. Casual games with a focus on highly polished fun gameplay are what we love.
  • 4. And you are? I’m glad you asked! I’m Michael Santora! Senior External Producer. 5+ years at PopCap. Published dozens of titles to date. Worked from QA into Production.
  • 5.
  • 6. Design it (We have a plan…)
  • 7. Build it (We’re always almost done!)
  • 8.
  • 9. Yeah but Seriously … Escape Rosecliff Island for PC & Mac Hidden object game. Simple interface “hey, wouldn’t this be cool on an iphone?”
  • 10. Design The Game UI Design Menus, interface Game Design Marketing The Design Doc / Request for Proposal
  • 11. Making The Game We’re nearly there! Again! Regular builds from the developer Review design choices and make changes Lock down design in stages QA, bug triage, hit milestones First Playable, Alpha, Beta, RC0, GMC
  • 12. Publishing The Game Platform specific (iphone, xbox, psn, etc) Fill out all the paperwork. Set the final launch date. You remembered to include marketing, right? The Production Tango!
  • 13. THE PRODUCTION TANGO When your are done, you will have worked with … Business/Publishing to set the sell price. Marketing to spread the news! QA and Development to ensure the game is ready for the world.