Alwin Wong Project Manager Chester Tan Marketing Director Magdalene Koh Producer Project Team Port Been in Valve since 2005 In-charge of porting applications from one platform to another Xbox 360 Playstation 3 Projects previously handled Half Life 2 Left 4 Dead 1 and 2 Portal INTRODUCTION PROJECT IDEA Arcade and action Game type US $2.5 million Budget Teenagers (age 12- 19), Young Adults (age 18 -35) Target audience Improve company profitability as well as companys footprint and mindshare in mobile space Purpose Gabe Logan Newell Founder and managing director of Valve Corporation Project Sponsors Determine budget Sign off Mike Morasky Composer of L4D Determines requirements Chet Faliszek Writer of L4D Determines requirements Mike Booth Designer of L4D Determines requirements PROJECT DEFINITION Who
PROJECT DEFINITION What Tangible Deliverables L4D game itself, hosted network Intangible Deliverables Software: Valves reputation
Quality Requirement
Lesser bugs(0.01 defects per 1000 lines of code), availability (uptime)
Objective A Million downloads in 3 months PC game Mobile app L4D 1 year PROJECT DEFINITION (In Scope) What Game Porting Converting L4D pc game into mobile application
Hosting Servers Allowing multiplayer interactions through online
Marketing Advertising through app store YouTube, trailers etc. , collaboration with other companies for in game advertisement
Legal IP filing, content rating, abiding to understanding regulations policies and agreements (Out of Scope) Financing Sales PROJECT DEFINITION When Easier for our apps to generate more purchase during this period Survey shows that people tend to purchase more during the Christmas period
Project begin Project complete
24 Dec 2012 24 Dec 2013 why so Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Sales of App Sales of App Easier for our apps to generate more purchase during this period Survey shows that people tend to purchase more during the Christmas period
Project begin Project complete
24 Dec 2012 24 Dec 2013 why so PROJECT DEFINITION When PROJECT DEFINITION (Gameplay Approaches) How Porting Gameplay Approach 1 New Gameplay Approach 2 PROS CONS Familiar gameplay = Users can play right away Cheaper to port engine etc. Boring, dull PROS CONS Novel Attract people
People might not like it Loses the essence of the game PROJECT DEFINITION (Other Approach Options) How Multiplayer Platform Capable of supporting hundreds and thousands of player simultaneously 3D Graphics Three-dimensional representation of geometric data Collaborating with Gameloft Developers Gameloft is one of the top mobile game developers in the world PROJECT DEFINITION (Key personnel and Resources) How 1. Game Designer 2. Programmer 3. Music & Sound Design 4. Technical Support 5. Graphic Artist 6. Engineering Team (Software Engineers, Computer Engineers) 7. R&D 8. Finance 9. Distribution Sponsors 10. Sales & Marketing Team 11. Market Research Team Strength in first person shooter games Especially with L4D franchise Game Informer Magazine ranked Left 4 Dead as #82 in the top 200 games of all time Opportunity to leverage on brand Moving into mobile market
Established Brand Name US consumers spent an average of 127 minutes on mobile apps per day, a gain of 35% year-over-year. Time spent on PC declined 2.4%, from 72 minutes to 70 minutes Increased Time Spent on Mobile STRATEGIC ADVANTAGE Fast growing market in mobile industry, including mobile applications Revenue from mobile applications amount to US$ 7.3 billion 2011 & will grow by 92% in 2012 to US$ 14.1 billion App market will grow further at a 50% compound rate annually, to US$ 36.7 billion by 2015 Growth in mobile application industry Technology advancements over the years PC market is going down Even Intel is moving out of motherboard production, switching to mobile production Decline of PC game sales Absence of Valve Corporation in mobile app industry STRATEGIC VALUE MOBILE APPLICATIONS MARKET SIZE INCREASING EXPONENTIALLY Infrastructure (servers, network etc) Form factor Software quality Handheld performance Present first person shooters on mobile suffer from Low Download Rates and Bad Reviews Lag and slowdown in online game mode Use of light weight processing graphics Inherently small screen Too many bugs Incompatible traffic flow with server Poor Visual Experience Difficulty in manipulating controls Used to controlling with a mouse for such games Game crash frequently ROOT CAUSE ANALYSIS CONCLUSION
Provide alternative gameplay mode Single Player Mode Campaign Versus Survival
Release game to tablets Enable wireless connection to mouse 3D graphics Usage of some light weight processing graphics Frequent updates Bug fixing Upgrading of features ROOT CAUSE ANALYSIS Porting L4D into Mobile Application
2. Writing a Proposal 2.1 R&D 2.1.1 Discussing the project 2.2 Apple Store & Android Market 2.2.1 Write an approval proposal 2.2.2 Sent in approval letter to apple & android 2.2.3 Wait for their approval for letting us put our app in their store or market 2.3 Valve Managing Directors 2.3.1 Getting approval to port the game 2.4 Develop Licensing Packages
1. Feasibility Study 1.1 Inside Company 1.1.1 Possibilities to Remake Game into Mobile App 1.1.1.1 Consulting of L4D management team 1.1.1.2 Gathering program from L4D & L4D2Image, Other Assets & any Necessary Databases 1.2 Market Assessment 1.2.1 Market Study/Sizing 1.2.2 Revenue, Cost & Growth Projection
3. Assembling Team 3.1 Assemble Team 3.1.1 Identify the right team members 3.2 Kick-off Meeting 3.2.1 Meet/Communicate with your staff to gain a greater understanding of the entire project 3.3 Department Meeting 3.3.1 Assign Roles & Responsibilities for each member 3.3.2 Set Guidelines & Expectations 3.3.3 Meet every week to report on progress
4. Pre-Production of Game 4.1 Gameplay Content Design 4.1.1 Storyline Design 4.1.1.1 Writing of narrative overview 4.1.1.2 Writing of dialogue and text 4.1.1.3 Create a script 4.1.1.4 Create walkthrough 4.1.2 Character Roster Planning 4.1.2.1 Generate a list of characters that appear in the game 4.1.2.2 Planning of time and place the characters appear 4.1.1.3 Planning of abilities and equipment the character has 4.1.3 Design of Levels and Background 4.1.3.1 Constructing of world levels and features 4.1.3.2 Design layout aspects of players progression 4.1.4 Design of Package Art 4.2 Visual Representation 4.2.1 Concept Art 4.2.1.1 Create 2D representation of game elements 4.2.1.2 Perform checks 4.2.1.3 Adjusting of looks 4.2.2 Paper Designs 4.2.2.1 Drawing of overviews of levels, environment, illustrating items and areas players will encounter 4.3 Game Flow Overview 4.4 Prototype 4.4.1 Creating a demonstration version 4.4.2 Quality Assurance
6. Post Production 6.1 Monitoring Bug Database 6.1.1 Monitoring of Burn Down Chart 6.2 Perform Rigorous Testing 6.2.1 Inside Company 6.2.1.1 Alpha Test for Interior Checking for Bugs 6.2.2 Outside Company 6.2.2.1 Gather Open Beta to play the App 5. Production of Game 5.1 Graphics Design 5.1.1 Building of Models 5.1.1.1 Build models using Autodesk 5.1.1.2 Load completed models into game engine 5.1.2 Creating of Textures 5.1.3 Flash Animation 5.2 Creation of Game 5.2.1 Coding 5.2.2 Scripting 5.2.3 Debugging 5.2.4 Building of Game 7. Project Sign-Off, Launch & Marketing 7.1 Project Sign-Off 7.1.1 Approach CEO with Sign-Off Proposal 7.2 Launch & Marketing 7.2.1 Write Market Plan 7.2.2 Produce Print Materials 7.2.3 Produce Online Commercial 7.2.4 Buy Ad placement/ Airtime 7.2.5 Hire Publicist 7.2.6 Execute Publicity Campaign 7.2.7 Create Trade Show Exhibit/ Demo 0 0.5 0.5 A. Feasibility Study (Inside & Outside) 7 7 7.5 0.5 0.5 1 B. Writing a Proposal 7.5 7 8 1 0.5 1.5 C. Assembling Team 8 7 8.5 1.5 0.5 2 D. Kick-Off Meeting 8.5 7 9 2 30 32 E. Marketing 18 16 48 2 20 22 F. Licensing Packages 28 26 48 41 0 41 V. Launch 48 7 48 2 2 4 G. Character Roster Planning 10 8 12 2 2 4 J. Storyline Design 10 8 12 2 2 4 I. Design of Package Art 10 8 12 2 3 5 H. Design of Levels and Background 9 7 12 5 3 8 K. Visual Representation 12 7 15 8 2 10 L. Game Flow Overview 16 8 18 8 3 11 M. Prototype 15 7 18 11 4 15 N. Graphics Design 18 7 22 15 6 21 O.Coding 22 7 28 21 4 25.5 P. Scripting 28 7 32 25 4 29 Q. Debugging 32 7 36 29 4 33 R. Building of Game 36 7 40 33 5 38 T. Alpha Testing 40 7 45 38 3 41 U. Beta Testing 45 7 48 33 4 37 S. Monitoring Bug Database 44 7 48 Valve CEO [Sponsor] Apple & Google Project Management Committee Customer base/ Beta Testers Creative Director Producer Marketing Director Associate Producer Art Director Technical Director Testing Manager Concept Artist Texture Artist 3D Modelers Animators Lead Programmer Physics Programmer Tools Programmer Network Programmer Technical Artist A.I. Programmer Audio Programmer Interface Programmer Engine Programmer Production QA Regression Testers Focus and Beta Testers Management Compatibility Testers PROJECT TEAM Lead Designer Lead Artist Level Designer Interface Designer Item Material ( $ ) Manpower (Man-days) Manpower ( $ ) Total ( $ ) Remarks Feasibility Study 100,000 33 5,193 105,193 Project Consultation - 8 2,100 2,100 Market Assessment 100,000 25 3,093 103,093 Writing a Proposal - 22 18,740 18,740 Engaging Members From Different Department - 14 12,570 12,570 Project Approval - 8 6,170 6,170 Assembling Team - 89 11,040 11,040 Assemble Team - 25 3,100 3,100 Kick-Off Meeting - 32 3,970 3,970 Department Meeting - 32 3,970 3,970 Budgeting Gameplay Content Design 10,000 945 207,900 217,900 Hire 15 both Designer & Composer Storyline Design 2,500 210 46,200 48,700 Hire 15 Designer ($220/days) for 14 Days Character Roster Planning 2,500 210 46,200 48,700 Hire 15 Designer ($220/days) for 14 Days Design of Levels and Background 2,500 315 69,300 71,800 Hire 15 Designer ($220/day) for 21 Days Design of Package Art 2,500 210 46,200 48,700 Hire 15 Designer ($220/day) for 14 Days Visual Representation 20,000 315 69,300 89,300 Hire 15 Designer 21 Days Concept art 10,000 210 46,200 56,200 Paper Designs 10,000 105 23,100 33,100 Game flow Overview - 56 11,200 11,200 Hire 4 Composer ($200/day) for14 Days Prototype 10,000 126 27,720 47,720 Hire 6 Programmers ($220/day) for 21 days Creating a demonstration version 10,000 105 22,000 42,000 Cost of Materials for Mock-Up, Equipment Quality Assurance - 21 3,600 3,600 Graphics Design 10,000 252 55,440 65,440 Hire 9 Designer ($220/day) for 28 days Models 10,000 126 27,720 37,720 Textures - 63 13,860 13,860 Flash Animation - 63 13,860 13,860 Creation of Game 10,000 1134 249,480 259,480 Hire 9 Programmers ($220/day) for 126 days Coding - 378 83,160 83,160 Scripting - 252 55,440 55,440 Debugging - 252 55,440 55,440 Building of Game 10,000 252 55,440 65,440 Game Testing 50,000 518 44,100 94,100 Cost: Checking, Testing, Finalizing Alpha Test - 140 25,200 25,200 Hire 4 Game Testers ($180/day) for 35 days Beta Test 50,000 378 18,900 68,900 Invite 18 Beta Tester ($50/day) for 21 days Develop Licensing Packages - 100 280,000 280,000 Legal Fees Marketing 1,250,000 781 116,954 1,366,954 210 days Write Marketing Plan - 180 38,220 38,220 Marketing Strategies Produce print Materials 50,000 16 1,504 51,504 Produce online commercial 250,000 150 19,740 269,740 App trailer on YouTube Buy Ad Placement/ Airtime 180,000 40 3,760 183,760 Ad on Newspaper or broadcast on the Radio Hire Publicist - 60 8,460 8,460 Publish on Blogs Excute Publicity Campaign 200,000 40 12,870 212,870 Create Trade Show Exhibit/ Demo 400,000 35 6,800 406,800 2 weeks Exhibition in Shopping Centre (e.g. Manchester's Trafford Centre) Project Sign Off - 10 2,100 2,100 Full Launch 170,000 250 23,500 193,500 Total Cost 1,460,000 4,371 1,097,067 2,567,067 Average Manpower Cost per Man-Day ( $ ) 601.73 Options Putting app trailer on tv Task # Task
Legend: R-esponsible A-ccountable C-onsulted I-nformed S p o n s o r s
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A Feasibility Study C/I R B Writing a Proposal I R/A C Assembling Team C A/R I I I I I I D Kick-Off Meeting C I R I I I I I E Marketing C A I/C R I F Licensing Packages R I C I/C G Character Roster Planning I I R I C H Design of Levels and Background I I R I R I Design of Package Art I I R I J Storyline Design C I I I I R K Visual Representation I I R I I Task # Task S p o n s o r s
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L Game Flow Overview C I I I I R M Prototype I C I R R R N Graphics Design I I I R I I O Coding I I R R P Scripting I I R Q Debugging I I R R R Building of Game I C C I R R R S Monitoring Bug Database I I I I I I C C T Alpha Testing C I I C R U Beta Testing C I I C R R V Launch I R R/A A I I
Control Area Manage Endorse Approve Bugs per thousand lines of code <= 0.60 Testing Team Testing Manager Associate producer Bugs per thousand lines of code <= 1.00 Testing Manager Associate Producer Producer Bugs per thousand lines of code > 1.00 Testing Manager Producer Project Manager Number of modules requiring rework per thousand line of code <= 10% Lead Programmer Programming Committee Technical director Number of modules requiring rework per thousand line of code <= 20% Programming Committee Technical director Associate Producer Number of modules requiring rework per thousand line of code > 20% Technical director Associate Producer Producer Memory space taken up <= 1.5 Mb Lead Programmer Programming Committee Technical director Memory space taken up <= 2 Mb Programming Committee Technical director Associate Producer Memory space taken up > 2 Mb Technical director Associate Producer Producer Number Risk Item Likelihood Impact Risk 1 Downhill of US economy H H H 3 Lost of data files during the process of coding M H H 4 Server breakdown during the launch of the mobile application, causing failure of system to function as planned M H H 5 Emerging of new requirements for Google Play Store after coding and integration begins M H H 4 Project budget exceed $100,000 due to unforeseen circumstances M M M 5 Conflicts between audio programmer and interface programmer M M M 6 Lost of data files during the process of coding L H H 1 Downturn of US economy H H H 2 Server overload after the launch of the mobile application, causing failure of system to function as planned M H H 3 Emerging of new requirements for Google Play Store after coding and integration begins M H H Number Risk Item Likelihood Impact Risk 7 Insufficient skill of lead programming in programming a mobile app due to lack of experience L H M 8 Departure of testing manager during testing period due to emergency in hometown L H M 9 Delay of installation of new mobile application programming software L H M 10 Low response for sourcing of beta tester L M L 11 Apple licensor failed to deliver feedback and approvals on time. L M L 12 Failure to book destination for launching of mobile application L L L Number Risk Item Plan/ Mitigating Action 1 Downturn of US economy Before we start & while developing Postpone project by 6 months Hire an economist to monitor the economy status After finish developing Focus on selling to other countries Cost: $50,000 2 Server overload after the launch of the mobile application, causing failure of system to function as planned Allocate a queue system (temporary solution) Players wait for their turn to enter a server Request for extra server capacity (spill- over) from Amazon Cost: $20,000 3 Emerging of new requirements for Google Play Store after coding and integration begins Assign 5 programmers to assist in changing of codes Collaborating with Gameloft and borrow 3 programmers to aid the coding process Cost: $25,000, 80 man-days Who RACI Interest / Perspective Message Channel Valve: Gabe Logan Newell Sponsor Will this be within budget? Will the app be able to launch on time? This is within the budget. All the products that we launch are all on time Weekly Management Meeting Product Review Meeting Marketing Team Accountable Is the current Ad able to attract our audience? Do we have enough budget to produce a complete range of Ad? It will be able to attract back the L4D PC gamers. We have enough cash flow
Strategy preparation Dept Meeting
Distributors: Apple & Android Partnership Will it appear on the top 10 list? Will it be one of the Editors Choice? Reach at least 300k downloads in a month We will prove that we deserve to be chosen.
Feedbacks Social media Website
Beta Testers Responsible What are the problems in the game? Can we give detailed and constructive feedback? We will take into account all the feedback and improve on it Feedbacks Who RACI Interest / Perspective Message Channel Different Operating System Mobile Users IOS users Consult/ Inform Will the interface of playing this game in IOS be better than other OS? Will the price be different from other OS stores? Due to the fact that Apple products have better sensitivity than other competitors, the interface of the game will perform better when operating IOS. The price will remain the same throughout all the OS stores.
Speech Feedbacks Social media Website
Android Users Consult/ Inform
Will this game perform as good as the other operating system when in Android System? Will there be any changes as compared to other operating systems? Due to the fact that Apple products have better sensitivity than other competitors, the interface of the game will perform better when operating IOS. However, the interface of this game will still be as good compared to other games in the same store. The game setting will be completely the same throughout all the OS. Blackberry Users Consult/ Inform Will this game be released in the Blackberry World? Will there be any changes as compared to other operating systems?
This game will not only be released in IOS and Android, but also in the Blackberry World, with similar settings and interface. The game setting will be completely the same throughout all the OS.
Who RACI Interest / Perspective Message Channel Different Age Youth (21 and below) Consult/ Inform Is the game violent? Is it suitable for my age? Is there any age limit for this game? Can I afford it? Is the game challenging? The game is suitable for most ages The game has a lite version which I can download for free. The game play is not violent. The game has multiple difficulties levels to challenge me.
Speech Feedbacks Social media Website
Adult (Above 21) Consult/ Inform
Will the game be worth the price? Does the game consume a lot of battery? Do I have enough time to play the game? Will the controls be easy enough for me to use.
I could try the free lite version before deciding on the game. There will be different graphic settings which can be change to consume minimum energy. The game could be saved and resumed another time. The game has multiple user interface Project Phase Mar Apr May Jun Feb Jan Dec Gabe Logan Newell Marketing Team Distribution: Apple & Android Beta Testers IOS users Android Users Blackberry Users Youth Adult Licensing Marketing Initiation Wireframes Prototyping Implementation/ development Pitch Feedbacks Feedbacks Feedbacks Feedbacks Feedbacks Approval Preparation Design Execution Inform Strategy Preparation Review Meeting Rumours Dept Meeting Rumours Rumours Rumours Rumours Consult Feedbacks and opinions Feedbacks and opinions Feedbacks and opinions Focus Group Focus Group Focus Group Feedbacks and opinions Feedbacks and opinions Focus Group Focus Group Advertise Social Media Negotiate Dept Meeting Progress Update Execution Change Management / Communications Plan Gabe Logan Newell Marketing Team Distribution: Apple & Android Beta Testers IOS users Android Users Blackberry Users Youth Adult Project Phase Sep Oct Nov Dec Aug Jul Jun Launch and Maintenance Marketing Licensing Testing & Approval Implementation/ development Online Survey Print Media Social Network Print Media Social Network Online Survey Print Media Social Network Print Media Social Network Online Survey Print Media Social Network Print Media Social Network Online Survey Social Network Print Media Social Network Print Media Online Survey Social Network Print Media Social Network Print Media Post-impl. Review Launch Progress Update Review Meeting Progress Update Dept Meeting Focus Group Dept Meeting Focus Group Game Updates Speech
5.Production of Game 5.1Graphics Design 5.2Creation of Game 6. Post Production 6.1Monitoring Bug Database 6.2Perform Rigorous Testing Aug Jul Jun Project Schedule (Optimised for Early Completion) Project Schedule (Extended for smoother resource consumption) Task 4.Pre-Production of Game 4.1Gameplay Content Design 4.2Visual Representation 4.3Game Flow Overview 4.4Prototype Resource Wk 2 Wk 4 Wk 6 Wk 8 Wk 10 Wk 12 Wk 14 Wk 16 Wk 18 Wk 20 Wk 22 Wk 24 Material ($K) 2 2 2 2 4 6 6 5.5 5 2.5 - Programmer (man- days) - - - - - - 84 42 - 63 126 Designer (man-days) 210 210 210 210 210 210 - 63 126 63 - Tester (Man-days) - - - - 8 - - 8 - - - Mar Apr May Jun
5.Production of Game 5.1Graphics Design 5.2Creation of Game 6. Post Production 6.1Monitoring Bug Database 6.2Perform Rigorous Testing Feb Jan Dec - Task 4.Pre-Production of Game 4.1Gameplay Content Design 4.2Visual Representation 4.3Game Flow Overview 4.4Prototype Resource Wk 26 Wk 28 Wk 30 Wk 32 Wk 34 Wk 36 Wk 38 Wk 40 Wk 42 Wk 44 Wk 46 Wk 48 Material ($K) - - - - - - - 6.25 12.5 12.5 12.5 6.25 Programmer (man- days) 126 126 126 126 126 126 126 63 - - - - Designer (man-days) - - - - - - - - - - - - Tester (man-days) - - - - - - - 64 130 130 130 64 Sep Oct Nov Dec
5.Production of Game 5.1Graphics Design 5.2Creation of Game 6. Post Production 6.1Monitoring Bug Database 6.2Perform Rigorous Testing Aug Jul Jun Project Schedule (Extended for smoother resource consumption) Project Tracking Task 4.Pre-Production of Game 4.1Gameplay Content Design 4.2Visual Representation 4.3Game Flow Overview 4.4Prototype Resource Wk 2 Wk 4 Wk 6 Wk 8 Wk 10 Wk 12 Wk 14 Wk 16 Wk 18 Wk 20 Wk 22 Wk 24 Material ($K) 2 2 2 2 4 6 6 5.5 5 2.5 - Programmer (man- days) - - - - - - 84 42 - 63 126 Designer (man-days) 210 210 210 210 210 210 - 63 126 63 - Tester (Man-days) - - - - 8 - - 8 - - - Mar Apr May Jun
5.Production of Game 5.1Graphics Design 5.2Creation of Game 6. Post Production 6.1Monitoring Bug Database 6.2Perform Rigorous Testing Feb Jan Dec 100% 100% 100% 100% 100% 100% 100% Task 4.Pre-Production of Game 4.1Gameplay Content Design 4.2Visual Representation 4.3Game Flow Overview 4.4Prototype Resource Wk 26 Wk 28 Wk 30 Wk 32 Wk 34 Wk 36 Wk 38 Wk 40 Wk 42 Wk 44 Wk 46 Wk 48 Material ($K) - - - - - - - 6.25 12.5 12.5 12.5 6.25 Programmer (man- days) 126 126 126 126 126 126 126 63 - - - - Designer (man-days) - - - - - - - - - - - - Tester (man-days) - - - - - - - 64 130 130 130 64 Sep Oct Nov Dec
5.Production of Game 5.1Graphics Design 5.2Creation of Game 6. Post Production 6.1Monitoring Bug Database 6.2Perform Rigorous Testing Aug Jul Jun 100% 100% 6.25% 50% Today 7 Oct Project Tracking Progress Update Pre-production and Production Phase was completed and approved Performing of rigorous testing is behind schedule with 6.25% of completion Currently giving out invitations for beta testers Overall project is 85% completed on schedule
Resource consumption Additional $20K expenditure has been consumed due to delay in the testing progress 5 additional programmers hired
Key Issues Number of bugs per thousand lines have doubled and is gradually increasing Delay of project by 1 week, with 0 weeks of float left. Possible need to hire more programmers, or borrow from Steam. With increased manpower, project can be completed in time without delaying of project. Increase cost by $20,000
Project Tracking Project Closing Deliverables General Publisher Valve Publisher web site http://www.valvesoftware.com/games/L4D-mobile- edition/ Release Date 16 May 13 Date added 24 Dec 13 Version 1.0.0 Approval Steam Greenlight System requirements Operating systems iOS & Anroid Additional requirements Compatible with iPod touch (4g or later), iPhone (4s or later), iPad. Android (Sandwich or later) Download information Installation Pack 8.5 mb File size 1.72GB File name L4D mobile edition Pricing License model Purchase Price $8.98 Internal Project Report PLANNED ACTUAL COST $2,567,067 $2,588,067 Increased cost of $20,000 for hiring 3 programmers and borrowing of 2 Gameloft programmer to handle reworking of modules Additional $1,000 incentives spent to attract more beta testers due to insufficient beta testing SCHEDULE 48 weeks 49.5 weeks Gameplay content design delayed by 0.5 weeks Testing process delayed by 1 week Internal Project Report Team & Individual performance / assessment Designer team : Even though the design was creative, they do not have a sense of urgency. Poor time management, causing delay. Mike Booths unexpected mistake for this project. Programming team : Chet Faliszek led his teammates well, despite difficulties faced due to increased bugs and re-programming of modules, the whole programming process was completed on time. Good leadership skills. Composer team : Outstanding performance due to unique composition of game music. Mike Moraskys composition for this game has been nominated as Best Sound Design Award of 2013 Sales and marketing team : Overall average performance. No extraordinary ideas given. Lessons learned Assisting of new programmers Existing experienced programmers have to delegate 10% of their time to help the new programmers First impression is made through the trailer of the game Allocate additional 0.3% of budget to producing of trailer and hiring of senior animation designers Product features description played a significant role in product sales Improve in-game screenshots quality by delegating more time and purchasing of better screenshot software Engage professionals involved in the designing process to conduct screenshots
Internal Project Report Sales: February 2013 Game entered Editors Choice March 2013 3 months from project completion: 1.25 million units sold Exceeded target of 1 million downloads within 3 months Overall rating: 4.5 Star Post Implementation Review Performance Bad Reviews - 20% customers reported frequent clashes - Incompatible devices and software - Hidden bugs discovered - 15% bad user interface - Users mostly belong to Android Users - 14% Server connectivity (BAD)- too long to connect Good Reviews - 88% Request for a second sequel (GOOD) - 79% voted us as most preferred first person shooter - 25% of Blackberry users wants a release of game into the Blackberry World Refund performance - Number of customers asking for a refund=3%
Survey and Analysis Better features and user interface Forum to cater to our customer base for group discussions and suggestions etc.
Stable primary and secondary server Quota set to measure how often secondary server is used Exceeding a certain threshold = spend money on primary server
Moving into blackberry world Target our blackberry customer base Continuous Improvement THANK YOU