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Valve project team Port:

Yip Joo Yee Project Manager


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

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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
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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

Focus Group
Dept
Meeting
Execution
Change Management / Communications Plan
# Task Dur.
(weeks)
Depen-
dency
Mat. Cost
($K)
Programmer
(man-days)
Designer
(man-days)
Tester (man-
days)
4.1 Gameplay Content Design 3 3.2 10 - 945 -
4.2 Visual Representation 3 4.1 10 - 315 -
4.3 Game Flow Overview 2 4.2 -
-
56 -
4.4 Prototype 3 4.2 10 126 - -
5.1 Graphic Design 4 4.3,4.4 10 - 252 -
5.2 Creation of Game 18 5.1 - 1134 - -
6.1 Monitoring Bug Database 4 5.2 - - - -
6.2 Perform Rigorous Testing 8 5.2 50 - - 518
Task List / WBS (with Key Resources)
Task
4.Pre-Production of Game
4.1Gameplay Content Design
4.2Visual Representation
4.3Game Flow Overview
4.4Prototype
Resource Wk
2
Wk
4
Wk
6
Wk
8
Wk
10
Wk
12
Wk
14
Wk
16
Wk
18
Wk
20
Wk
22
Wk
24
Material ($K) 6 6 6 6 5.5 5 2.5 - - - -
Programmer (man-
days)
- - - 84 42 - 63 126 126 126 126
Designer (man-days) 630 420 210 - 63 126 63 - - - -
Tester (Man-days) - - - - 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
-
Project Schedule (Optimised for Early Completion)
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

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 (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

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