Saturday, October 25, 2025

Course revisions: CS390 Preproduction

I wanted to switch into writing mode this week, but I recently received my teaching assignment for Spring, and some relevant decisions were looming over my head. Of the three courses I'm teaching, I knew that my Game Studio Preproduction—the first in the three-semester game production sequence—needed the most attention. I have taught this course twice, both times closely following Lemarchand's Playful Production Process. It provided a useful framework for me and my students as we built our new curriculum.

The game production sequence has been on my mind as I have read other books over the last year, including Vasco Duarte's No Estimates and Tynan Sylvester's Designing Games, both of which I blogged about, as well as books like Mike Sellers' Advanced Game Design, which I did not. I have been particularly troubled by my agreement with Duarte about the distinction between scope-driven and value-driven software development. The former is based on a fixed scope, which unbinds budget and time, and the latter is based on fixed budget and time, which unbinds scope. I wrote a paper about this distinction that I will be presenting in two weeks at the Symposium on Games. To make a long story short, most of the published advice about games draws from AAA production patterns and takes a scope-driven approach, but my experience and learned intuition suspect that my teams will have much better luck with value-driven approaches. Sylvester was one who really helped me put a pin in this idea when he wrote about how much of game production borrows concepts from other fields rather than embracing the idea that software is different—which, of course, it is. He also introduced me to the phrase "therapeutic planning," which he cites to Nassim Taleb and which I find terrifyingly evocative. 

As a result, I have decided to forego my previous approach to preproduction and, if it goes well, the production sequence next year. The scope-driven methodology will be replaced by an agile, value-driven one. Preproduction has an agile bias no matter how you slice it, but where this change makes the most material impact on the course will be in the expected deliverables. In the past two offerings, I have followed Lemarchand's advice and had preproduction culminate in a macro document and production schedule. My experience is that these are always spectacularly wrong, but you cannot exactly blame the students for this: given their limited experience, of course these will be quite wrong. Laying them out feels like therapeutic planning to me. I will replace the macro document and schedule with the concept document format proposed by Sellers, peppering a few of my perspectives and additions. Sellers' is a three-part document that includes a high-level description, a business-oriented product description, and a lengthy detailed design that captures core loops and interactions. I hope that the production teams will be able to use these document as more appropriate starting points once production starts, compared to the compounded awkwardness I have witnessed of having teams attempt to base production plans on poorly composed progenitors. On the contrary, something from Lemarchand that I have seen teams make incredible use of is an articulation of experience goals and design goals, and that is something I want to weave into Sellers' recommendations for concept documentation.

My previous sections included an explicit element of learning how to learn from a book like Lemarchand's, and I have no regrets about that: the students who engaged with the reading did learn significantly from it. This included spending significant time at the beginning of preproduction talking about and practicing techniques of ideation. This was usually interesting, but I realized that the student projects rarely had any significant connection to this part of the class. It is more like pre-preproduction. In my plans for Spring, I have cut this down to two in-class exercises that are designed more to get people talking and thinking than to generate anything weighty.

This change allows me to move into a slightly more structured prototyping phase, for which I am borrowing ideas from my colleague Travis Faas. I am putting a little more structure into the prototyping weeks, including constraints that I hope will foster creative problem-solving. My sketch right now includes a short paper prototype, a short experience with greyboxing, and two two-week explorations. My plan is for students to get into teams and settled on a direction just before Spring Break.

I still have a few holes to fill in my plans. For example, I would like to incorporate a structured analysis of successful games, showing students how they might reverse-engineer a Sellers-style concept document from a game that they have played. I would like to have everyone play the same one or two games so that we can share our analyses. If you have ideas of freely available games that would fill the bill, let me know. I'm seriously thinking of Rogue, given the popularity of "roguelikes" and the dearth of knowledge about the original, but I want to make sure I'm not doing it only for my own nostalgia.


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