Thursday, June 9, 2016

My Game Company Development Model


I have seen how game development works in the United States and have done research on how it works in Japan. Both development models have their pros and cons. My development model leans more towards Japan’s game development model. I call this game development model, the Project Manager development model. It is where a game is made based on the project manager. This idea was inspired by the legendary Hideo Kojima and Valves work-station-migration-production-environment. The company structure is still the same occupation cycle as any other game company; however, they must complete for the opportunity to have their game made. The company is looking for specifically a game a person has dreamed of making. To do this they have to have all their game design document materials, documents, milestones, basic art, asset lists, pre-production assets (if there are scripts for experimental gameplay) and etc. ready for presentation. After a game has been developed and has been out for a while, the company holds an important event where developers present their game ideas in front of the entire company. The rest of the company then votes which idea they want to work on. I call this the screening process where the company screens not only the game idea but the developer presenting the idea, because they will also be the project manager for this game project (they will also vote on the idea they think could bring their company financial success). The presenter essentially will be given the most stressful and important roll of the game development cycle. However, in the scenario there are too many game ideas, then a rally or mini convention can be held with individual booths where developers can sign a petition to become nominated for the screening process. Moreover, after all developers have presented their ideas in the screening process, then there is an entire day to wait for who will be nominated. This will give time for every developer to talk and negotiate with the future project manager on ideas and suggestions. It will also give the presenter time to select a group of developers to help him or her coordinate and direct their game. At the end of the next day, all developers will put their name and desired game project in a drop box. After a day has passed, the company meets up once more at the stage and the new project manager is nominated. The project manager then nominates their leads. Now comes the challenge of making the game.  All content will require the complete attention of the project manager. The project manager will have to address all areas of game development and filter, tweak, and make decisions on every piece of content in the game. This may even mean the project manager might even have to stay overtime to address issues or even answer their phone on the toilet. The project manager is limited to a time constraint of perhaps up to six months to make their game. The shorter the better in my opinion. It’s their role to set up meetings, address changes, and make sure everyone is up-to-date. If things get tiring or cumbersome, they can also appoint more leads. Their greatest challenge will be self-management and time-management. Therefore, it’s safe to start all games small. If the game is successful, and everyone liked working with the project manager, a new version of the project manager’s game can be created with an extended date of perhaps up to a year for development.

When a game is released, the project manager is given full (and the most) credit for the game. Perhaps even a percentage of the game’s profit can be given if the game is over successful. If the game is over successful, I want to give the project manager the ability to become financially wealthy for the responsibility of creating their game. I want this to reflect values of the company. Their name will be on the title of the game and they can even make a documentary on the development cycle and success of their game. After a game’s release, the company will meet at the stage and there will be a reward ceremony for all those who put their greatest participation for making the game. The awards will give developers more recognition for when the next screening comes for a new game project.

Every once in a while in a extreme not so often occasion, I would like someone in a corporate position to appoint a person who they think deserves a chance or that has a very unique and interesting idea they think could make a lot of money or produce a significant amount of culture and publicity for the company.

The company should be more than a company for profit. The company profits off it's developer's success and bring their creations to life. Essentially it's a company by developers for developers. Ethics, fairness, non-judgment, virtue, and culture is at the core of the company's values. The company's mission is to bring game developer's dream games to life (we also desire that they also own the rights). 

In the future, I would like every company to have two or perhaps even three screening processes where developers can migrate between projects. 

The more the company grows the more the opportunity to hire more salary developers and launch more game screening for more projects in new location. By a decade from now, I want to have a collection of successful project managers who will be seasoned game developers to which can help lower entry developers take their dreams onto the stage. 



10/21/2016 Update:
Before I begin this company model I would first like to make a game company surrounding my own visions and game ideas. I would also like to form a team that shares or is similar to my own Confucian values. Bellow are a list of game titles that I wish to create:
//this list is more for me to remember.

Plastic Fury
Captia
Sabastion's Bad Day
Story of Four Clans
Project Megaas
Project Megaas2
Cloud Surfer
Go-man/ InvaderZ
Dreamo
Predator
Predator X Hunter (boardgame)
Death Game
Toilet Children
Border Jumpers
Blue and Black
Dreadnaunts (animated film)
World of Role Play
Wrecked (extremely funny and stupid concept)
Tom the Cat
PixelFind
Design your own visual novel or dating Sim (interactive storytelling)
School Brawler
Escape Horror Island
Bad Cat Simulator
Business simulator (actual business simulator made to train entrepreneurs)

Tri-space: I want to create an improved interactive kinect device (s) that allows for full body movement in correct 3D space. The kinect will also feature eye sync, face/facial gesture sync, and full finger movements. The software will be modified to sync entirely with the player's body which will also be linked to the bones of the character they're playing in a game. The device will also allow for players to completely map their body as it scans and bakes materials that could be potentially used within the game. I also want this improved Kinect to be fully in sync and functional with Omni and VR. The point of this is to create a fully virtual and immersive experience where a player has full virtual space immersion and body movements as if being placed directly into the game. Imagine a game where a person can grab any weapon and in real life wherever he positions his limbs will also be shows the same position within the game. Like an air weapon where they will simulate having an air weapon (reference to an air-guitar), they can pick up and use weapons in a realistic manner within the VR world. Their moments will be restricted to being inside the Omni where they have full movement freedom in the game's world. That would be my Tri-space game console idea.

No comments:

Post a Comment