Saturday, May 3, 2025

The outcomes of the 2024-2025 Game Production Studio

I have been working with a multidisciplinary cohort of students from Computer Science, Art, and Music in the Game Production Studio for the past three semesters, team-teaching the experience with Antonio Sanders from Animation. At the end of this process, we had three games released for free on itch.io:
I am proud of the work these students have done, but it was a very different experience from the previous cohort. Our third cohort of students in the Game Design & Development concentration are currently wrapping up preproduction, but I have not been involved in that course. I am out of the sequence for a year as Travis Faas steps up to lead the sequence, which frees me up for Fall's sabbatical that I mentioned yesterday.

One of the primary differences between last year's and this year's cohorts was scale. Mentoring a single team of six students is very different from mentoring 25 students on three teams. Some things I did intuitively needed to have been more structured. The clearest example is the asset pipeline. Both years, there was a studio policy that everyone needed to be able to open and edit assets and get them into the engine. It was easy to confirm this with my smaller team, and for the larger one, I took students' word for it. It became clearer to me late this Spring that a significant number of students could not, and never did, know how to do this: instead, they relied on manual hand-off procedures. The point here is that, with a small team, I could simply observe them in every step and know they had met expectations, but with the larger team, that did not scale. "Trust" and "verify" needed to be coupled, especially since it wasn't even clear that the students who had previously certified their compliance with the protocols understood what it was all about. Release engineering and quality assurance were two other areas, along with asset pipelines, where I know that I will need more formalized approval processes in the future. I don't know yet how much those processes will look like industrial ones, with some kind of threat of firing or demotion, or academic ones, wearing traditional pedagogic trappings.

Managing three simultaneous teams made it difficult to determine the timing of iterations. We ended up keeping all the students on the same schedule, which meant that there was one day when each team was doing review and retrospective meetings. One of the best decisions my co-teacher and I made was to have both of us sit in on the review meetings, and that's something I need to keep for next time. However, in reflecting on the semester, I think I should have also been there for the retrospective meetings, at least at the beginning of production. This would help me model the process for the students. Also, it made me reflect on how in my immersive learning classes, it was the retrospective—not the review—where I made a lot of my pedagogic insertions. Once a team identified a pain point, I could direct them toward an industry standard solution via just-in-time teaching. If I have another large section, I need to consider staggering their iterations so that I can be at both meetings.

We gave our students a short written final exam that was inspired by the questions we used during team retrospectives. I took notes about their responses to the final question, which was to identify something that they would do differently during production, knowing what they know now. I consider this one of the most important outcomes of the entire three semester process, and so I will summarize their responses here. I have clustered their responses and removed any identifying information, of course.

Work management. We used HacknPlan to manage work, but each team had slightly different stories about how this didn't go as well as they would have liked. Several students commented that using physical, visible task tracking was far preferable. It makes me want to bring in the same kind of task boards that I used in RB368 for my immersive learning classes. How to do this with equitably in a shared lab is an issue to figure out.

Scope management. Several students commented on how their scope was not well under control. I have been thinking about this as well, especially since I recently read Vasco Duarte's No Estimates book, in which he advocates for having proximal work in higher focus than distal work. This is somewhat contrary to the advice given by Lemarchand in Playful Production Process, which is our reference text for the studio. Lemarchand advocates for having a full production plan at the end of preproduction, but at the same time, he recommends breaking down a production phase into iterations—without really explaining how one might do that. I think Duarte's model is going to be more helpful here, and I'm thinking about abandoning the entire "macro chart" element of preproduction in favor of epic stories.

Code quality. A few students commented on how they needed to have better control over their technical implementations. Some mentioned a bad habit of pulling the first tutorial they could find into their production code, and how this would lead to an unmanageable mess of ideas. Others talked about how they should not have tried to reuse the preproduction code since it was too quick-and-dirty. A few recognized that introducing more automation would have saved them a lot of trouble, but also that their failure to refactor meant that their code was not amenable to testing. 

Iteration. Some students recognized that they needed more iteration on their core design loops and on their assets. Our students had a bad habit of taking an inspiration directly into production without low fidelity prototyping and experimentation. It was good to see them talk about how they should have done more sketching and playtesting. I do wish they had appended "as you instructed us to do" to their answer.

Vision management. One of the strangest things to me is that, despite my repeated suggestion and admonition, I don't think any team had a vision statement: they didn't articulate design goals or experience goals. This either caused or is a symptom of significant problems. Conversations about design alternatives became about force of personality rather than alignment with a vision. It was good to see that some of the students recognized this and highlighted the need to articulate vision as something they would do differently. It is the kind of thing that, in my producer hat, I can demand of future teams, and in my professor hat, stick a grade on so they know I am serious.

Marketing. Some students recognized that decisions made in preproduction lingered far longer than they should have. This is strongly related to the previous point about vision management. From my perspective, it looked like these students were on the road to recognize that they were rationalizing the past rather than being intentional about the future. I see this frequently with my students, that they will tell themselves a story about what their vision must have been because it aligns with what they already did. It's very human. It's also dangerous for collaborative creative work.

Specificity. This final pattern in the students' responses caught me by surprise, and I was delighted with how students articulated such an interesting problem. Many recognized that their discourse throughout the project was often at a level of abstractions but that the design and development work they needed to do was at the level of concretion. Again, I think the lack of clear design and experience goals contributed here, but it's also a case that makes me think about techniques like Stone Librande's one-page design documents. Looking back at the three projects my students made this year, each one of them could have been expressed in a one-page design and hung on the wall.

It was a trip working with these students for the past three semesters. They should all be proud of their accomplishments: making games is hard! Some of them really impressed me by learning new things, working through social and technical challenges, and devoting themselves to solving hard problems. I love teaching this kind of class, but it will also be good for me to take a little break. I look forward to what a sabbatical can do for my perspective on some of these ideas.

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