Rob.bot

Context

Project consisting in imagining a game from A to Z and creating the documentation. I wanted to specialise in production management, so in addition to a high concept document, I wrote various production documents ranging from the EST to a market study and a budget simulation.

When :

December 2022

Duration :

2 weeks

Pitch : When Trine is set in a science fiction universe.

Synopsis : The player is a spaceship wreck raider who controls robots with different abilities to progress through wrecks and find treasure.

Producing

This is the first document produced which brings together various production documents:


  • I imagined the whole team and the jobs that would make up the studio made for the occasion. Because we are, in the imagination of the exercise, a new studio, I tried to base the project on experience with senior leaders having to oversee junior teams. I thought big enough in terms of headcount for a number of reasons such as the game the studio would be making which, through market research and ROI, should achieve a certain number of sales.

I chose to base "Giochi Di Gato" (my studio created for the occasion) in Rome because I like to change between the exercises and have to look for the possibilities/aids, in the country or the city, that would allow us to land in a healthy economic and social system.

Extract from the imagined team

Budget taking into account as many elements as possible (team, internet, premises,...)

  • The second document is the EST, which I have detailed with one of the levels which was made by a classmate and other global parts of the game.

All elements can be filtered for easier access to information and the left and right panels provide numbers for even greater readability.

Visual of the Epic Story Task made in Excel, with the dynamic information panels on the sides.

  • I carried out a market study to know where to place itself in the videogame landscape and to be able to have an idea of the future of the game. I also carried out a market analysis by taking the reference games to determine the price of the game and I calculated the ROI of the game to see if a future at the studio would be possible.

Research on the different associations existing in Italy concerning video games

Research on the Italian labour code and its functioning

Searching for the psychological price to place oneself in the best position on the market while finding oneself financially.

Calculation of the game's performance potential with previous research

Calculation of potential ROI

  • I also did a Coda to make a macro planning and a Wiki of the game.

For this first one, I decided to refer to the development of a level to multiply it by the number we imagined to try to make sense of the design time. So it will take the company no less than three years to complete the project. I cut up the schedule in two ways, first with the progress phases and then within these phases I re-cut it into sprints.

I have tried to take as many things into account as possible as in the example below with the public holidays in Italy.

View of the Wiki tree

Extract from the macro planning as a calendar

Macro planning as a timeline to see the different phases

  • Finally, I used ClickUp to show how I would have built my management tools during a sprint.

The different statuses to see the progress in each sprint

Explanation of the status meeting that would allow for easy storage and retrieval of information that would come up during the meetings taking place during the sprint.

Explanation of the diferent informations visible on a task/subtask

Team

Although this is a personal project, several of us have thought about the game and made a part of it corresponding to our speciality. If you are interested in this project, here are the three other people who worked on it:

Guillaume JACQUEMIN

Tech Designer

Link to his site
Linkedin

Marius LANGLOIS

Level Designer

Linkedin

Julien ALVES

System Designer

Link to his site

Linkedin