APB:R Hallow's Eve

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    Reloaded Productions

    APB:R Hallows Eve

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    Table of Contents

    Company background:............................................................................................................. 5

    Project Summary: ......................................................................................................................... 5Project Description ....................................................................................................................... 6

    Personnel:................................................................................................................................................. 6Resources:................................................................................................................................................ 6Project Objectives:................................................................................................................................ 7Target Audience:.................................................................................................................................... 7Perception/Tone/Guidelines: .............................................................................................................. 7Communications:................................................................................................................................... 8Competitive Positioning:...................................................................................................................... 8

    Scope .............................................................................................................................................. 9In Scope.................................................................................................................................................... 9Out of Scope............................................................................................................................................ 9Scope - Highly desirable...................................................................................................................... 9

    Approach ..................................................................................................................................... 10Work Breakdown Structure

    ...................................................................................................... 11Activity Procedures:............................................................................................................................ 11Pert Chart:............................................................................................................................................... 12Work Breakdown Chart:..................................................................................................................... 13Gantt Chart:........................................................................................................................................... 14

    Risk Assessment: ......................................................................................................................... 15Risk Types:.............................................................................................................................................. 15Risk Management Plan:...................................................................................................................... 16Risk Assessment Graph:..................................................................................................................... 17Contingency Plan:............................................................................................................................... 20

    Organisation of tasks:............................................................................................................... 21Sprint Plan:.............................................................................................................................................. 21

    Management systems: ............................................................................................................. 23Team communication graph:........................................................................................................... 23Client communication management:........................................................................................... 23

    Conclusion:.................................................................................................................................. 24

    References:.................................................................................................Error! Bookmark not defined.

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    Company background:

    APB:Reloaded is a free to play PC game currently owned and hosted by

    Gamersfirst, with the development team being Reloaded Productions. It was

    originally a payed game by Realtime worlds until it was bought by Gamersfirst and

    re-released as a free to play. It features open world third person combat where

    players can take the side of either criminals or enforcers. Players have the option

    to play in a number of districts within the city with weapons and vehicles all while

    playing their own personally customized character. APB:R currently makes its

    money through a cash shop and premium in which players have the option to

    spend money on.

    Project Summary:

    Gamersfirst holds a number of events in APB:R for different seasons such as

    Halloween or Christmas. They are looking to start development on the next

    Halloween event. This event will revolve around the theme of Zombies and edit an

    existing area of the game to represent the Halloween theme. It will add additional

    content to the game including customization for characters and cars and content

    that the players can participate in areas of the game. These new additions will

    then need to be advertised and promoted on the site through advertisements,

    announcements and additional web pages.

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    Project Description

    Personnel:

    Role Responsibilities

    Project manager Documentation, project lead.

    Designer Design, quality assurance, implementation, balance,

    description, documentation, statistics.

    Artist Modeling, texturing, rigging, implementation, conceptart.

    Coder Coding, prototyping, quality assurance, internal

    documentation.

    Community Manager Graphical, images, news, announcements, updates,

    video creation.

    Artist/Designer See above.

    The team has extensive past history on working on development for APB. They

    have maintained multiple versions of the game as well as creating numerousamounts of content for it. All members have been part of the team existing within

    Reloaded productions or hired from the previous developer, Real Time Worlds.

    Each individual has had experience in their own role as well as the ability to merge

    roles slightly.

    Resources:

    UDK/UT3 Photoshop Maya/3dsMax Adobe After Effects/Premier ZBrush Recording studio Audio Engineering Desktops and workstations Microsoft Visual Studio

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    Project Objectives:

    The objectives of the project are:

    Give current players new content. Cash shop items. Updated Halloween area. Halloween themed events. New gameplay mechanics. New content.

    Target Audience:

    APB:Reloadeds target audience is from teenagersto adults roughly 17-35 and is a

    mature rated game. The audience is widely varied from people who wish for a

    free game, those that enjoy the gameplay of it and other reasons. Others are

    drawn for customization elements or the uniqueness of the game due to there

    being no other close to its style of gameplay and mechanics. It is a mature game

    focused on the gritty crime world of criminals and enforcers while have a way of

    creative expression through its creative elements. This event aims to give current

    players new additional content for them to experience. It will also provide a way

    to entice old players back to the game as well as bring in a number of new

    players.

    Perception/Tone/Guidelines:

    Scary, disturbing, Zombiefied, gory, spooky. Corny, parody, creative, new. Use existing content and mechanics in conjunction with new event and

    content.

    Information and advertisement should have a spooky yet APB styled tone. Should be out of the normal gameplay but still familiar enough to the

    players.

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    Communications:

    At first minor announcements and sneak peeks will occur to give players an insight

    and perk their interest. As time goes on during development new additions to the

    web site and further announcements will be made to create hype and advertise

    the new content for the event. This will be both in game and on the web site.

    Competitive Positioning:

    Other games will be hosting Halloween events but the biggest competition is from

    other free to play games due to how easy they are to join. The competitors also

    aim to bring in a number of players and retain them, trying to get them to buy

    items for their game instead. The event should highlight all the good parts of APB:R

    while giving something new and unique for the season of Halloween. Its attention

    is to draw in players and retain them instead of them going to other games. Once

    retained the objective is to get them to spend within the game.

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    ScopeIn Scope

    The following is deemed in-scope:

    Halloween themed content. Cash shop items. In game cash items. Updated district Halloween themed district. New gameplay mechanics. Holiday events. Graphical images to show preview and development. Videos and trailers. New NPC Models Recorded Audio

    Out of Scope

    The following is deemed out of scope:

    Completely new district. Vehicles and vehicle customization. Updated graphical interface.

    Scope - Highly desirable

    The following has been deemed out of scope but may be revisited if project

    timelines allow:

    New weapons. Increased amount of clothing released. New NPC Contacts.

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    Approach

    Task Resource

    Planning The whole team.

    Design The whole team.

    Concept Art Artists.

    Creation of 3d assets Artists.

    Prototype of gameplay mechanics Coder.

    Texturing of assets Artists.

    Rigging of Assets Artists.

    Recording of Audio Designer and artists.

    Implementation of Assets Designers.

    Final Coding Coder.

    Implementation of Audio Designers.

    Final build The whole team.

    Deploy to servers and launcher Coder.

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    Work Breakdown StructureActivity Procedures:Activity Description Predecessor Week

    1 Planning of Content (None) 1,2

    2 Planning of Assets and

    Mechanics

    (None) 2,3

    3 Documentation 1,2 3,4

    4 Designing of Content 3 5,6,7

    5 Designing of Mechanics 3 5,6,76 Designing of Assets 3 5,6,7

    7 Modeling of Content 4,5,6 8-13

    8 Prototype of Coding 4,5,6 8-12

    9 Statistics of new content 7,8 13,14

    10 Quality Assurance, 9 15,16,17

    11 Recording Audio 3 18,19,20

    12 Graphical Images 10 17,18,19

    13 Development Blogs 12 17-26

    14 Texturing of Content 7 14-20

    15 Rigging of Content 7 14-20

    16 Editing of Audio 11 20,21

    17 Placement of New

    assets

    14,15 21-24

    18 Implementation of

    audio

    16 21,22

    19 Ingame Documentation 17 23,24

    20 Final Build 10 18- 23

    21 Quality Assurance 2 20 23,24,25

    22 Video Creation 20 22-26

    23 Announcements (None) 17,22,24,26

    24 Deploying New Patch 21 25,26

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    Pert Chart:

    APB:R Hallows Eve

    Planning of ContentPlanning of Assets

    and Mechanics

    Documentation

    Designing of

    content and

    concept art

    Designing of

    mechanicsDesigning of Assets

    Modelling of

    ContentPrototype of Coding

    Statistics of new

    cotnent

    Texturing of content

    Rigging of Content

    Placement of new

    assets

    Quality Assurance

    Recording Audio

    Gra phical Images Development Blogs

    Editing AudioImplementation of

    Audio

    In Game

    Documentation

    Final Build Quality assurance 2Video Creation

    Announcements

    Deploying New

    Patch

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    Work Breakdown Chart:

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    Gantt Chart:

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    Risk Assessment:

    Risk Types:Physical:

    Employee sickness will cause a loss of time and heavier work loadon other members of the team.

    General Injury. OH&S risks. Damage to computers, cables and other physical spaces.

    Scheduling: Interruptions and delays in work days. Scope creep. Loss of time. Workload too much for time scheduled. Increase in work time. Decrease in designated work time. Communication delays.

    Technical:

    Virus. Computer and other technical malfunction. Excessive bugs. Long quality assurance. Power outage. Loss of internal server. Other technical delays.

    Financial:

    General injury/illness. Replacement of computers. Lack of funding. Lack of income from product. Loss of jobs and/or business shutdown.

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    Risk Management Plan:Physical:

    Prepare for general sickness and injury around the workplace and tryto avoid it.

    If illness occurs try to take home work or evenly spread work load.Also avoid coming in contact with other team members to avoid

    spreading illness.

    If any damage to computers occurs it should immediately bereported and replaced as soon as possible.

    Scheduling:

    Avoid any delays in schedule. If delays occur extra time may needto be used but any overtime should be kept to a minimum.

    Stick to documented content and plans. The first core weeks ofcontent creation are to avoid any scope creep further down the

    project timeline.

    If workload is too much for the time scheduled there may need tobe cuts in scope to keep the timeline in check and project released

    on time.

    Technical:

    All technical issues should be reported immediately. If this includesviruses the computer should immediately be unplugged,

    quarantined and temporarily replaced.

    Excessive bugs further down the timeline within quality assurancecan be minimized by constant checking throughout the project and

    internal documentation.

    The loss of the internal server would be a major setup. All data shouldbe backed up in numerous places.

    Financial:

    Financial delays or interruptions would be a failure to the project.However this is unlikely due to publisher background and good

    patch track record.

    Other failures like technical and physical can cause a loss infinancial due to needing replacements and loss of team members.

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    Risk Assessment Graph:Likelihood

    Impact Rare 5 Unlikely 4 Possible 3 Likely 2Almost Certain

    1

    Catastrophic 1 Moderate Moderate High Critical Critical

    Major 2 Low Moderate Moderate High Critical

    Moderate 3 Low Moderate Moderate Moderate High

    Minor 4 Very low Low Moderate Moderate Moderate

    Insignificant 5 Very low Very low Low Low Moderate

    Critical A serious hazard that must be attended to immediately.

    High A Hazard that should be dealt with as soon as possible.

    Moderate A hazard that requires attention as part of regular preventative maintenance.

    Low A hazard that should be dealt with as part of regular preventative maintenance.

    Very low A hazard to be dealt with as part of general housekeeping.

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    Physical:

    IMPACT LIKELIHOOD

    Employee sickness 3 3

    General Injury 5 4

    OH&S risks 4 4

    Damage to computer, etc 4 4

    Scheduling:

    Interruptions and delays 2 5

    Scope creep 2 4

    Workload 3 4

    Increase work time 3 4

    Decrease in designated

    work time 2 4

    Communication delays 3 5

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    Technical:IMPACT LIKELIHOOD

    Virus 2 4

    Technical Malfunction 2 4

    Excessive bugs 2 3

    Long quality assurance 3 3

    Power outage 1 5

    Loss of internal server 1 5

    Other technical delays 4 4

    Financial:

    General injury/illness 4 3

    Replacement of computers 4 4

    Lack of funding 1 5

    Lack of income from

    product 2 4

    Loss of jobs, etc 1 5

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    Contingency Plan:Event Resource

    affectedCriticality Preventative

    measureContingency Responsibility

    Virus All

    computers,

    internal

    server,

    data.

    Moderate. Constant virus

    scans. Dont

    open any

    emails without

    a scan. Listen

    to ITs

    commands.

    Remove all

    connections

    from the

    computer and

    give to IT to

    quarantine.

    Request a

    replacementand setup to

    continue work.

    All team

    members.

    Illness Other team

    members,

    schedule,

    work.

    Moderate. Keep illness in

    check and

    report any

    illness.

    If a member

    becomes sick

    they should

    remove

    themselves from

    the workplace

    to not spread it.

    If possible take

    home work aswell as notify

    team members.

    All team

    members.

    Loss of

    internal

    server

    All data

    and ability

    to work

    efficiently,

    internet

    connection,

    data

    access.

    Moderate. Virus

    protection.

    Regular

    maintenance.

    Data backups.

    All data should

    be backed up in

    multiple places

    allowing work to

    continue while

    the server is

    fixed. Data will

    need to bephysically

    moved around

    which cause

    some delays but

    still will allow

    work to

    continue.

    All team

    members.

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    Organisation of tasks:

    Sprint Plan:

    Sprint 1:

    The first sprint primarily consists of planning, design and documentation before

    work commences. This will include planning out what content needs to be

    created, mechanics and assets. All of this will be documented as to avoid scope

    creep and used as a checklist styled approach. This planning will consist of thewhole team planning out everything that needs to be done for the whole project.

    Sprint 2:

    The second sprint will consist of prototyping the first build to allow for quality

    assurance. This will consist mostly of building models that arent completed but

    usable for the build for testing purposes. Coding will need to be at a prototype

    level and designers must have every detail about items and assets worked out

    and implemented. At the end of this sprint quality assurance will take place and

    balance any assets needed ready for the next sprint.

    Sprint1:Planning and

    Design

    Sprint2:Prototyping

    Sprint3:Mid-

    creation

    Sprint4:Final build

    Sprint1:Completed

    Sprint2:Prototyping

    Sprint3:Mid-

    creation

    Sprint4:Final build

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    Sprint 3:

    This sprint consists of aiming to reach the final build stage and finishing most tasks.

    This includes texturing and rigging models to a final stage, finalizing code to a final

    build and recording and implementing audio. All assets will be finalized andimplemented. Quality assurance will happen again at the end of the sprint to test,

    balance and make sure every detail is at a playable stage.

    Sprint 4:

    This is the final sprint and includes deployment of the patch. The final build should

    reach a polished stage and be deployed to the launcher for download. The

    majority of the focus in this sprint is on polishing the project, final balancing andquality assurance and a focus on news, announcements and visual to advertise

    the event.

    Sprint1:Completed

    Sprint2:Completed

    Sprint3:Mid-

    creation

    Sprint4:Final build

    Sprint1:Completed

    Sprint2:Completed

    Sprint3:Completed

    Sprint4:Final build

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    Management systems:Team communication graph:

    Reloaded productions

    Head

    Project Lead

    Community

    Manager DesignerArtist Coder Artist/Designer

    Client communication management:The majority of communication with players and the community will be through

    announcements, forums and development blog. The community manager willneed to create a number of media and forms to announcement and keep

    players in touch with the project. There is to be major announcements on the

    website and constant updates on the development blog. It is also advised to

    create forum threads and set automatic in game announcements of the

    upcoming event. All team members are advised to informally discuss the event on

    the forums to try and connect with the player base.

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    Conclusion:

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