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WORLD OF WARONE WORLD AND TWO WAYS OF ENJOYING IT  Team Leader :  ABHISHEK SRIVASTAV                CHAITANYA SHARMA INDUMATHI  TEW JIA ERN TUTORS :  DAVID BRYDE ALASTAIR BALCHIN
PRESENTATION OVERVIEW
CONCEPT Improvement on the idea of mixing the elements of strategy and third person shooter concept.  Blend of a real time scenario of a war scene and the perspective of a soldier Tried once in “CAESER IV”, taking it a step further A new world to delve into
PROJECT GOAL An action game that combines the elements of strategy and third person shooter game  Real time communication in a unique and massive game world Provides an immersive battle experience thrilling, fast paced gaming environment with an engaging story line
OBJECTIVES Glitch free version of the game Delivered by Sept, 2012 Within a budget of £2 M High replay value with subsequent mods and releases
PUBLISHERS OBJECTIVES (Stakeholder importance ) Publishing Strategy, Focused Or Shotgun Adversity To Risk Time Scale/Timing Constraints Targeted Platform  Preferred Technologies  Game Focus
THE PROJECT TRIANGLE HIGH QUALITY ON BUDGET ON TIME Deliver a high quality product  within budget. It is a rule of PM that all three factors cannot be achieved
GAME DEVELOPMENT  LIFECYCLE Beta Test, Professional Test Release & Distribution Idea, Pitch,  First Prototype, Budgeting, Planning Game elements and programming PRE -PRODUCTION POST -PRODUCTION PRODUCTION
SCHEDULE  JUN ‘10 SEP ‘12 ,[object Object]
PRODUCTION
PRE-PRODUCTION
RELEASEFEB ‘ 10  OCT ‘11 PITCH DOCUMENT DESIGN AND PLANNING DOCUMENT GAME WITH ALL THE FEATURES GOLD VERSION
PITCHING FOR THE GAME	 Platform : WINDOWS / XBOX 360 Target market : 15-26 year olds / ESRB rating of “T” or “M” Languages : English / Chinese/ Japanese  Genre : Strategy /  Third Person Shooter Concept Art / Prototype
PRE PRODUCTION Develop the storyline  Character outlay Acquire the required hardware/software Acquire licenses of for tools and software Methodology : Waterfall + Agile
Tie ups with network services such as  IGN and ELECTRIC  Team formation  Plan and develop a workflow  Decide on the middleware
METHODOLOGY SPECIFICATION PRE PRODUCTION IMPLEMENTATIION TESTING Focus on Activity– WATERFALL A B C D E A B C D E SPECIFICATION PRE PRODUCTION IMPLEMENTATION TESTING Focus on Features– AGILE
TEAM FORMATION SENIOR DEVELOPMENT DIRECTOR SENIOR PRODUCER PROJECT MANAGER (JIA) Technical Manager (ABHISHEK) Creative  Manager (INDUMATHI) Video/Sound Engineering (CHAITANYA) Tech/ Non Tech Support  (ABHISHEK) TEAM 1 TEAM 2 TEAM 3 TEAM N
PRODUCTION AGILE CYCLES  PITCH  &  SPECIFICATION TEST AND RELEASE THE FINAL PRODUCT IMPLEMENTATION PRE-PRODUCTION DOCUMENTATION
BUDGET ALLOCATION
RISK ANALYSIS

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Project Management Liverpool John Moores University

  • 1. WORLD OF WARONE WORLD AND TWO WAYS OF ENJOYING IT Team Leader : ABHISHEK SRIVASTAV CHAITANYA SHARMA INDUMATHI TEW JIA ERN TUTORS : DAVID BRYDE ALASTAIR BALCHIN
  • 3. CONCEPT Improvement on the idea of mixing the elements of strategy and third person shooter concept. Blend of a real time scenario of a war scene and the perspective of a soldier Tried once in “CAESER IV”, taking it a step further A new world to delve into
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. PROJECT GOAL An action game that combines the elements of strategy and third person shooter game Real time communication in a unique and massive game world Provides an immersive battle experience thrilling, fast paced gaming environment with an engaging story line
  • 9. OBJECTIVES Glitch free version of the game Delivered by Sept, 2012 Within a budget of £2 M High replay value with subsequent mods and releases
  • 10. PUBLISHERS OBJECTIVES (Stakeholder importance ) Publishing Strategy, Focused Or Shotgun Adversity To Risk Time Scale/Timing Constraints Targeted Platform Preferred Technologies Game Focus
  • 11. THE PROJECT TRIANGLE HIGH QUALITY ON BUDGET ON TIME Deliver a high quality product within budget. It is a rule of PM that all three factors cannot be achieved
  • 12. GAME DEVELOPMENT LIFECYCLE Beta Test, Professional Test Release & Distribution Idea, Pitch, First Prototype, Budgeting, Planning Game elements and programming PRE -PRODUCTION POST -PRODUCTION PRODUCTION
  • 13.
  • 16. RELEASEFEB ‘ 10 OCT ‘11 PITCH DOCUMENT DESIGN AND PLANNING DOCUMENT GAME WITH ALL THE FEATURES GOLD VERSION
  • 17. PITCHING FOR THE GAME Platform : WINDOWS / XBOX 360 Target market : 15-26 year olds / ESRB rating of “T” or “M” Languages : English / Chinese/ Japanese Genre : Strategy / Third Person Shooter Concept Art / Prototype
  • 18. PRE PRODUCTION Develop the storyline Character outlay Acquire the required hardware/software Acquire licenses of for tools and software Methodology : Waterfall + Agile
  • 19. Tie ups with network services such as IGN and ELECTRIC Team formation Plan and develop a workflow Decide on the middleware
  • 20. METHODOLOGY SPECIFICATION PRE PRODUCTION IMPLEMENTATIION TESTING Focus on Activity– WATERFALL A B C D E A B C D E SPECIFICATION PRE PRODUCTION IMPLEMENTATION TESTING Focus on Features– AGILE
  • 21. TEAM FORMATION SENIOR DEVELOPMENT DIRECTOR SENIOR PRODUCER PROJECT MANAGER (JIA) Technical Manager (ABHISHEK) Creative Manager (INDUMATHI) Video/Sound Engineering (CHAITANYA) Tech/ Non Tech Support (ABHISHEK) TEAM 1 TEAM 2 TEAM 3 TEAM N
  • 22. PRODUCTION AGILE CYCLES PITCH & SPECIFICATION TEST AND RELEASE THE FINAL PRODUCT IMPLEMENTATION PRE-PRODUCTION DOCUMENTATION
  • 25.
  • 26.
  • 27. NOVICE AND EXPERIENCED SOLDIER AND COMMANDER ENTIRELY NEW MYTHOLOGY WORLD AT WAR UNIQUELY INTERACTIVE UNIQUE SELLING POINTS BASED ON KNOWN THEME INNOVATIVE AI