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Production is for when you know you have a hit, you just need to deliver it. identifying what makes you different, what will make your game a hit game. Pre-Production is for when you are “capturing lightning in a bottle” a.k.a. There remains two distinct phases in Game Development: Pre-Production and Production.
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“You will spend a million dollars before you know what your game is…” So what can we apply from this talk to modern game development? Many projects fail, pointing back to a failed Pre-Production. However, despite the benefits of modern game development, much of what Mark speaks about still applies. We don’t have the weight that comes with having to launch a physical product. We now use soft launches and analytics to test games while live. For instance, developers now can release at the press of a button. Game Development has changed drastically since then. Production is not the time for teams to be discovering what will make them successful. Mark argues that most games fail solely because they haven’t done Pre-Production properly. Mark Cerny offered a solution to the problem that faces complex game development: a better approach to Pre-Production. How do we solve this? How do we get to the point that we avoid projects going into Production that are just going to explode in scope or the design falls apart? Mark Cerny’s “Method”īack in 2002 during a DICE Summit, Mark Cerny, a Producer on various Naughty Dog projects, presented “Method”. Why didn’t we figure this out before we went to Production? Why did we rush into production when there was so much left to solve? How did we not see the monster this game would become? Teams always place the blame on the Pre-Production phase. Every project that I’ve seen fail, the team always says one thing in their Post-Mortem: “We should’ve done more Pre-Production!”