3/19/2016 Project Scope Management Plan Page 1 Project Scope Management Plan Production Management Principles GDM521 – Rupert Meghnot Version 06 Game Design Final Project Bachelor/Master Programs Full Sail University Table of Contents Table of Contents ............................................................................................................................ 2 1. Project Team ............................................................................................................................ 6 2. Objectives ................................................................................................................................ 7 3. GRC Requirements .................................................................................................................. 7 3.1. General ................................................................................................................. 7 3.1.1. 3.2. 5. Game World (GW) ..................................................................................... 10 3.2.2. Game Objects .............................................................................................. 10 3.2.3. Game-play ................................................................................................... 11 3.2.4. Pause Menu ................................................................................................. 11 3.2.5. Game Flow .................................................................................................. 12 Operational ......................................................................................................... 12 3.3.1. Game Input.................................................................................................. 12 3.3.2. Game Delivery ............................................................................................ 13 3.3.3. Installed Game ............................................................................................ 13 Usability................................................................................................................................. 14 4.1. Game Object ....................................................................................................... 14 4.2. Real-Time Display ............................................................................................. 14 4.2.1. Real-Time Display (HUD) .......................................................................... 14 4.2.2. Feedback ..................................................................................................... 14 4.2.3. Game Rules ................................................................................................. 15 4.2.4. Game Regulations ....................................................................................... 15 Constraints ............................................................................................................................. 15 5.1. 6. Game .................................................................................................................. 10 3.2.1. 3.3. 4. Front End (FE) .............................................................................................. 8 GP Games Constraints ....................................................................................... 15 5.1.1. Technical Constraints.................................................................................. 15 5.1.2. Additional Constraints ................................................................................ 16 Final Project Requirements ................................................................................................... 17 6.1. Deliverable Requirements .................................................................................. 17 6.1.1. Pitches ......................................................................................................... 17 6.1.2. Design Document........................................................................................ 17 6.1.3. Technical Document ................................................................................... 18 6.1.4. POC (Proof of Concept – Playable Game Demo) ...................................... 19 6.1.5. Feature Fragment One (Second Playable Demo with Required A Level Features) .................................................................................................................... 21 6.1.6. Feature Fragment Two ................................................................................ 21 6.1.7. Alpha ........................................................................................................... 22 6.1.8. Beta ............................................................................................................. 22 6.1.9. Gold............................................................................................................. 23 6.1.10. Archive .................................................................................................... 24 7. Additional Requirements ....................................................................................................... 24 8. Roles and Responsibilities ..................................................................................................... 26 8.1. Primary Stakeholders ......................................................................................... 26 8.2. Production .......................................................................................................... 26 8.2.1. Internal Producer ......................................................................................... 26 8.2.2. External Producer........................................................................................ 26 8.2.3. Executive Producer of GP Games............................................................... 27 8.2.4. Art Director ................................................................................................. 27 8.3. Art Team ............................................................................................................ 27 8.3.1. Art Lead ...................................................................................................... 27 8.3.2. 2D Lead ....................................................................................................... 28 8.3.3. 3D Lead ....................................................................................................... 28 8.3.4. General Game Artist ................................................................................... 28 8.4. Gameplay Team ................................................................................................. 28 8.4.1. 8.5. Quality Assurance Team .................................................................................... 29 8.5.1. 8.6. Quality Assurance Lead .............................................................................. 29 Technical Team .................................................................................................. 29 8.6.1. Technical Lead ............................................................................................ 29 8.6.2. General Game Programmer ........................................................................ 29 8.7. 9. Gameplay Lead ........................................................................................... 28 Secondary Stakeholders ..................................................................................... 30 8.7.1. Students’ Friends and Family ..................................................................... 30 8.7.2. Full Sail University ..................................................................................... 30 8.7.3. Game Dev. Advisory Board ........................................................................ 30 Project Scope Statement ........................................................................................................ 31 10. Milestones and Deliverables .................................................................................................. 32 10.1. Game Pitches .................................................................................................. 32 10.2. Design Document ........................................................................................... 32 10.3. Technical Document ....................................................................................... 33 10.4. Proof of Concept ............................................................................................. 34 10.5. Feature Fragment 1 ......................................................................................... 35 10.6. Feature Fragment 2 ......................................................................................... 36 10.7. Alpha Build..................................................................................................... 36 10.8. Beta Build ....................................................................................................... 37 10.9. Gold Build ...................................................................................................... 37 10.10. Archive ........................................................................................................... 38 10.11. Scope Exclusions ............................................................................................ 39 10.11.1. Constraints............................................................................................... 39 10.11.2. Assumptions ............................................................................................ 40 10.11.3. Risks ........................................................................................................ 40 11. Scope P&P ............................................................................................................................. 42 11.1. Data Backup ................................................................................................... 42 11.2. Internal Producer’s Log .................................................................................. 42 11.2.1. Assignment Plans .................................................................................... 42 11.2.2. Attendance Log ....................................................................................... 42 11.2.3. Discipline Log ......................................................................................... 43 11.2.4. Turbo Teams ........................................................................................... 43 11.2.5. Postmortem.............................................................................................. 43 11.3. Professionalism ............................................................................................... 44 11.4. Infractions ....................................................................................................... 44 11.5. Scope Verification .......................................................................................... 44 11.5.1. Inspection ................................................................................................ 44 11.5.2. Submission .............................................................................................. 44 11.6. Scope Control ................................................................................................. 45 11.6.1. Change Request ....................................................................................... 45 11.6.2. Art Asset Request .................................................................................... 45 11.7. Attendance ...................................................................................................... 45 12. Budget .................................................................................................................................... 47 12.1. Budget Descriptions ....................................................................................... 47 12.2. Overhead ......................................................................................................... 47 12.3. Software .......................................................................................................... 48 12.4. Miscellaneous ................................................................................................. 49 13. Appendices ............................................................................................................................ 50 13.1. Appendix A..................................................................................................... 50 13.2. Appendix B – Change Request Form ............................................................. 61 13.3. Appendix C ..................................................................................................... 62 1. Project Team The following is a listing of all individuals involved in this project. Customer Phone Email Rupert Meghnot (407) 679-0100 x8824 rmeghnot@fullsail.com Project Team Phone Email Benjamin Terry (515) 468-8819 terryben5@gmail.com Brian Reilly (478) 397-2176 4thReilly@cox.net Erin Eberhardt (513) 907-4728 eccentricerin@gmail.com Felix Martinez (407) 690-4519 hk.felixmartinez@gmail.com Gustavo Gil (787) 608-3348 abaremawaru@gmail.com Joshua Hufton (603) 965-6043 joshua.hufton@gmail.com Mark Johnson (217) 257-7783 johnsonm469@gmail.com Michael Burroughs (850) 313-3221 m.burroughsjr@yahoo.com Steve Emberton (765) 532-1131 steveembr@gmail.com Steve Emmerich (410) 991-8181 SteveEmmerich@gmail.com Tim Mayo (407) 965-7681 timothy.i.mayo@gmail.com Tom Graham (413) 364-7175 tgraham413@gmail.com Reynaldo Leon (301) 455-8869 rleon@reybomb.com Robbie Sykes (937) 475-5314 robbiesykes@gmail.com 2. Objectives The aim of Full Sail University's Final Project is to produce a video game on a five month development cycle that matches the appropriate skills and abilities of the team. This team is composed of students from the Game Art and Game Development Bachelor's degrees, and the Game Design Master's degree. The Project Manager(s) (Game Design Master's students) along with the GP Games staff (See Organizational Chart) will guide the undergraduate team of Game Development and Game Art students in producing the Final Project game. Students should utilize lessons learned from Full Sail University and their own life and work experiences in their respective fields to successfully complete their tasks. All Final Project tasks are determined by a series of milestones that each team must complete in order for the team to produce a complete and finished product. These milestones include: Game Pitch Presentation, a Publishing Document, the Production Document, the Technical Design Document, Proof of Concept, Feature Fragment I, Feature Fragment II, Alpha, Beta, Gold, Final Project Presentation and Archive. For more information on Final Project requirements, refer to the Work Breakdown Structure. In addition, both the graduate and undergraduate students seek to earn experience in video game production and development for reference when seeking a job after graduation. Final Project mirrors real life circumstances and methodologies by asking students to participate in a team environment to design and build a video game. Master's students play the role of Internal Producer, which gives them experience in management, documentation, scheduling, and risk resolution. Undergraduate students gain experience in programming, design, and art (according to their respective degrees), and learn how to function in a working team environment. For more information on team functionality, refer to Roles and Responsibilities. 3. GRC Requirements 3.1. General 3.1.1. Front End (FE) Start Up Sequence Studio Name and Logo o It must display for 3 seconds. o The player must not be able to progress beyond the logo before it times out (the first time the game is played) o The player should not have to provide input to go to the next screen once the time out expires. Team Name and Logo o It must display for 3 seconds. o The player must not be able to progress beyond the logo before it times out (the first time the game is played) o The player should not have to provide input to go to the next screen once the time out expires. Title screen or your games’ intro screen: In actual games this would function as the copyright screen. This can optionally be combined with the Main Menu Screen. Main Menu Screen o Upon any action in the menu, there must be unambiguous audio and visual feedback that the player has performed an action. o Every action, the player can do in the menu, must have clear directions listed somewhere on each screen. o All possible selections from the menu must be functional. o The Main Menu must include: o Start button. This button launches the game world/play the game. o Options menu. That selection must contain the following: o Volume control Control for volume of dialog Control for sound effects Control for background music o Gamma control. Must control the gamma of the game and the game only. Defaults button to return all settings back to normal. o Mouse Sensitivity slider if the game needs one. o Accept button to save any changes. o Cancel button to allow players to return to the settings of their last save that is not necessarily the default settings. o Credits button - This will display game credits. Must include a list of all individuals who worked on or contributed to the game Reference any third-party development tools or any art, music and sound effects resources used. o Exit button - This will end the game/program. Accompanying music/ambient sound should play within the FE. Entering the Application When entering the application, if a user only presses enter, they should enter the game with default settings. The user may have to press the enter key a couple of times to progress though the menus. Networked games are the only exceptions. By default, the program must enter a listening state where it looks for servers or other clients after pressing only enter. On one of the menus, only one extra key press is allowed to let the program go into a waiting or server state where the program waits for people to connect. Load Times and Load Screens Times over 15 seconds before seeing the Main Menu are not permitted. Any load screens must have a moving or an animated indication, letting the player know the application is not frozen. Times over 40 seconds once leaving the Main Menu and going into the Game World (GW) are not permitted. Initial game loading must appear seamless and should not show or flash the desktop after the user starts the application. 3.2. Game 3.2.1. Game World (GW) At least one functioning and complete level must be represented within. Accompanying music/ambient sound should play within the GW. o The sound playing, in the GW and FE, is required to be different The GW must be textured Must have a skybox. o If the GW has no world, i.e. a space game, skybox requirements are much higher and the skybox must immerse the player. The GW should have no barren areas All areas of the GW must be populated by areas of interest for the player. Upon initial entrance to the GW, the player must have a safe time to orient to the world. (Examples of point that facilitate this include but are not limited to: ) o The game starting with the avatar temporary invulnerability. o In a paused state which expires via countdown or player input. o Spawning the player after the GW has been displayed, using an intro sequence or simply not dropping the player amongst a bunch of angry enemies. If any of the examples listed above do not fit within the game’s design, approval by the EP must be given for an alternative method. 3.2.2. Game Objects The player must interact with all objects in the GW. If a player interacts/collides with another object in the GW, there must be reinforcing auditory and visual representation of an event. Moving objects should interact with each other and the world. Moving Objects should be animated, with at least two animations, or have an animated texture, or have a procedural animation. 3.2.3. Game-play The player should be challenged by game initiated interactions (GII) at all times. There should be no point in the game where the player can stand inactive for long periods of time without any feedback or game progression. GII is achieved by one of the following: o Autonomous Artificial Intelligence (AI), which is aware of, and is motivated to interact with the player’s avatar. AI, which competes against the player, must appear to follow the same game rules as the player. o Networking, the game connects at least two human players between at least two separate computers. They must use standard networking protocols such as TCP/IP, or IPX/SPX, that is not hard coded, and uses menus or dialog boxes to facilitate connecting the different systems. The end user’s knowledge of networking or IP cannot be tested and cannot be required. The interface must be easy to use and understand. Directions for each step of connecting to another player are required. o Challenge settings that force the player to compete against an outside entity (i.e., a time mode for a race game). 3.2.4. Pause Menu A pause menu must be included in the game. The pause menu must have: o Resume button – Continue the game o Exit button - Exit to main menu If the user selects the option to exit the game a confirmation must ask the user if they really wanted to select that option and offer a save game state if applicable. o Option Buttons – All these selections must adhere to all the visual and audio requirements in Section 1.1.1.4.4.2. 3.2.5. Game Flow Game Logic and Flow must be demonstrated. The game must progress and end in a state other than one it started in by effort of the player. Upon the player’s completion or failure of game objective, there must be feedback of the state change and final game state (FGS). o A FGS may include a player results screen or something similar. It should include details or other feedback that informs the player as to how well they progressed through the game. o User input is required for completion of the final state. The player must return back to the FE after the FGS is completed or the player may go to the credits then back to the FE after the FGS is completed. o Statistics or information on world, player or opponent states (for example Stats summary or Scoring summary) are required to be displayed on the completion of the level/game. o This information should be available while in the GW and before the user gets back to the FE. o If the player achieves a high score, or an achievement etc., they have to be notified in game before returning to the game’s FE. 3.3. Operational 3.3.1. Game Input Input must include keyboard and mouse. Anytime a mouse is on the screen the user must have a valid selection available. The keyboard control must contain: o Esc In the FE, the key goes back one menu until the application is at the Main menu. To exit the application, you can either have a confirmation screen about exiting the application or you can have it highlight the exit option and another press exits the game. In game, the key should trigger a pause menu. If there is a selection or the mouse is used for input, the current selection should be cleared first, and then on a subsequent Esc button press will bring up the pause menu. o F1 In game, the key must bring up game help. At minimum the objective of the level must be included with the in game help. o Alt + Enter Must toggle between full-screen and windowed display modes. o Alt + Tab Must toggle between currently running applications on the computer. 3.3.2. Game Delivery The game must come with installer. o The installer must install all software needed to run the game with the exception of PC drivers. o The user should be able to properly install the game, with default settings, by pressing only the enter key or by clicking only next. o The installer is required to create an icon on the desktop, create a folder in the start menu with at least a start game icon and an uninstall icon. By default both the start menu path should go into the programs\<Studio Name>\<Game Name> and the default install directory is c:\ Program Files\<Studio Name>\<Game Name> o The installer must fit on a 650MB CD. 3.3.3. Installed Game No visual studio DLL’s are allowed to get installed on the computer. No SDK’s are allowed to get installed. The game cannot use more than 256 MB of video memory. If shaders are used, shader model 2.0 must be supported. The default resolution is 1024 x 768. Threads: o The game can use no more than 128MB of RAM, per thread, at any one time. o There is no limit to the number of concurrent threads, but the maximum memory that can be used, in any time slice, is 256 MB. o If more than two threads are used, concurrently, the memory limit is still 128MB for the main thread. In addition, all the memory used by the rest of the threads cannot exceed another 128 MB. This rule has been broken if at any time the addition of all memory used by all threads is greater than 256MB. o All threads created, while running the game, must contain the team’s name or the game’s name. 4. Usability 4.1. Game Object The objective is required to be displayed through movie, cut scene, or simple text; there must be some sort of intro or explanation to inform the player what to do. It is acceptable for the game objectives and controls to be stated in the FE (as a loading screen into the actual game state) or as an overlay in the game world. If this is the case, a continue button waiting on player input must also be supplied. 4.2. Real-Time Display 4.2.1. Real-Time Display (HUD) There must be a Real-Time Display (HUD) of pertinent player or world states while in the GW. The HUD must be fully interactive with the game, meaning it represents the state of the game/player in real-time. Everything in the HUD must be functional. 4.2.2. Feedback The game must provide timely feedback of relevant user actions Feedback must be given to: o Pauses of more than 5-10 seconds within the FE. o Pauses of more 2-3 seconds within the GW. 4.2.3. Game Rules The player must not be penalized for engaging in game relevant system operations. If the player must use a game menu while in the GW, either: o The player’s character should not incur damage o Game action should be suspended while the player is in the menus. o This section neither applies to games where the main competition is described under section Time trials nor section real-time networked games. 4.2.4. Game Regulations Frame rate should be no less than 30fps average on the target platform. The first game play sessions are required to perform the same as any subsequent play session, including any initializations, graphics, sounds, GII and end game conditions. The game performance is required to work almost identically between the target platforms. The memory footprint of the application will remain constant (for each state) no matter how many times the user has played or how long a user has used the application. Game must be playable for four hours without crashing on the target platforms. There should be no Class A bugs. 5. Constraints 5.1. GP Games Constraints Game must be created in accordance to GP class process constraints. 5.1.1. Technical Constraints 3D objects are required in the game. Game must be the result of substantial original work by the student team. Game may use only 1 3rd party development tool/API. Any module that has the base functionality of core modules in DirectX is not included towards this limit. Scripting languages such as Lua, RUBY, XML and Python are also not considered 3rd party tools/APIs. Examples of a 3rd party development tool/API include ODE, FMOD, Havok, and Wwise. Boost can be used as an API but only after GP games and the team have come to an understanding. Using this API will be monitored very closely. Use of 3rd party development tools and pre-made assets is allowed and recommended to aid development, but the game, both in effort and effect, must be considered a new work containing items of originality. If you are incorporating other code from the studio or outside sources, it must be properly credited. Game content must not exceed the ESRB Teen rating category. o There must be no pornography, profanity (except mild expletives), smoking or alcohol references. Flashing effects and sharp camera motions are not allowed. GP Games has the right to require some of these problem areas to get removed and/or changed to prevent possible problems that may occur from an audience watching the game demonstrated. Operation outside the agreement set up those two parties will constitute an automatic failure for the entire team. Game Deliverables must be delivered by the allocated milestones, and a project archive received by the end of the last class day prior to graduation. 5.1.2. Additional Constraints All milestones are fixed by the EPs and thus intolerant of translation. The project lasts exactly five months. Development methodology will be fundamentally focused around Waterfall as robust preliminary documentation is required by the External Producer. The final product must be a playable game, running off a Windows-based Personal Computer, containing three-dimensional graphics and animations. All generated expenses must be acquired and administrated by the Internal Producer. A Project Archive must be received by the end of the last class day prior to graduation. 6. Final Project Requirements 6.1. Deliverable Requirements 6.1.1. Pitches Team Member Positions Roster o Team Members Collected Data o Executive Decision by IP Two Game Concepts o Equal in the development of each o Game Features o Concept Art o Potential Risks List o Feasibility Presentations to GP staff o Verbal approval of game concept by GP staff 6.1.2. Design Document Interface Design o Theme definition o Color definition o Fonts definition o Navigation map Game Story o Theme o Place/setting o Plot Concept Art o Characters o Game Objects Game Features o Primary features definition o Secondary features definition Gameplay definition o Controls definition o Game goals definition o Rules definition Game Effects o Texture effects definition o Geometry definition o Sound effects definition o Particle effects definition o Animation definition Music style definition Delivery to GP staff 6.1.3. Technical Document API Timing Specifications o Minimum 45 FPS o Frame update procedure Coding Standard o Naming standards o Structure setup standard o Class setup standard o Commenting Standard o Coding guidelines Development environment o API & third party libraries o 3D modeling tools o Input tools o 2D texture tools o Compiler File Format(s) Naming Convention UML(s) o System Architecture System feature breakdown o Features o Estimated completion time o Author o Associated risks Game feature breakdown o Dialogue manager o Ability manager o Cinematic manager Memory map o Research RAM performance needs o Document RAM performance needs o Research graphics memory performance needs o Document graphics memory performance needs Integration Plan o Create integration P&P o Create rollback P&P o Create file checkout P&P Testing plans o Create bug database o Manage bug database Delivery to GP staff 6.1.4. POC (Proof of Concept – Playable Game Demo) State Machine o Implement Framework Main Menu State Implement Framework o GUI Placeholder o New Game Creation Functionality Implementation o Quit Game Functionality Implementation o Options o Credits Gameplay State o Win o Loss Object Manager o Implement Framework Input Module o Implement Framework o Mouse Functionality o Keyboard Functionality o Game Controller Functionality Event Module o Implement Framework Render Engine o 2D Rendering Implementation o 3D Rendering Implementation o Effects Engine Implementation o Camera Implementation o Animations Implementation o Sorting Objects by Opacity Implementation o Sorting Objects by Depth Implementation o Texture Manager Implementation Player Character o Implement Framework o Create Placeholder art asset o Integration of Placeholder asset o Movement o Implement Attack Enemy o Implement Framework o Create Placeholder art asset o Integration of Placeholder asset o Implement Artificial Intelligence Game World o Implement Framework o Creation of Placeholder art asset Collisions o Implement Framework o Implement Collision detection o Implement Collision reaction Run through milestone check list (TBD) Perform Weekly Test Builds Update documentation o Update Design Doc o Update Tech Doc o Update Gantt Chart o Risk Assessment Fix Bugs o Allow no A level bugs o Allow 50 B level bugs o Allow 500 C level bugs 6.1.5. Feature Fragment One (Second Playable Demo with Required A Level Features) Front End State o Splash Screens Options Menu State o Implement Framework o Volume Controls functionality o Gamma controls functionality Implementation of “A” features o HUD o Player Character o Game World o Sounds o Effects Perform Weekly Test Builds Update documentation o Design Document o Tech Document o Team Logo o Gantt Chart o Risk Assessment GRC Review Fix Bugs o Allow no A level bugs o Allow 25 B level bugs o Allow 250 C level bugs 6.1.6. Feature Fragment Two Implement B Features (TBD) Perform Weekly Test Builds Presentation o Create PowerPoint presentation o Practice PowerPoint presentation o Deliver Presentation Update documentation o Design Document o Tech Document o Gantt Chart o Risk Assessment GRC Review Fix Bugs o Allow no A level bugs o Allow 15 B level bugs o Allow 150 C level bugs 6.1.7. Alpha Playable Demo o Create 2D Assets o Create 3D Assets o Effects o AI o Animations o Gameplay o Interactive tutorial o Testing o Bug verification Gameplay Manual o Introduction Control Explanations Gameplay Explanations Goals Explanations Updated documents (TBD) o Technical Document o Design Document o Risk Assessment o GRC Review o Gantt Chart o Delivery to GP Staff Alpha Presentation o Game Power Point Presentation o Delivery to GP Staff 6.1.8. Beta Playable Demo o Create 2D Assets o Create 3D Assets o Effects o AI o Animations o Gameplay o Testing o Bug verification o Delivery to GP Staff Game Power Point Presentation Updated documents (TBD) o Technical Document o Design Document o Risk Assessment o GRC Review o Gantt Chart o Gameplay Manual Delivery to GP Staff Beta Presentation 6.1.9. Gold Final game build o Final polished game Final game install Final Game Presentations o Create PowerPoint presentation o Practice presentation o Deliver presentation Update Documentation o Design Document o Tech Document o Gantt Chart o Risk Assessment o GRC Review Fix Bugs o Allow no A level bugs o Allow no B level bugs o Allow 20 C level bugs 6.1.10. Archive Compile documentation o Game Bible o Final game source code o Screen shots o Screen shot captions o Entire game schedule o Cover & CD Labels o Updated Gantt Chart o ReadMe.txt file o Credits.txt file Deliver Final game Installer Deliver Source Code Deliver Videotaped gameplay on Mini-DV Deliver Final Presentation PowerPoint 7. Additional Requirements These requirements provide a measure of the quality of work expected by the Game Design Master’s Students. At least 30% of the pitches’ presentation slides must include concept art. In-game Interface o Game world elements and characters cannot overlap the in-game interface at any time. o All in-game text must be outlined. o In-game interface elements must not occupy more than 12% of the screen area in a screen of 1024x768. o Game must contain a mini-map if entire game world is not visible at all times. Elements that are not exclusively made as part of the static environment must have more brightness and contrast with the elements that are part of the static environment. Every character and object in the game must have three different concept art sketches, at least one of them in color and in printed version. The last objective of the game must be a boss battle or a challenge that is more complex than any of the other challenges in the game. All items must have different colors and shapes. There should be at least two different environments in the game world. There should be at least four different actions available for the player at the start of the game. Game goal definitions should have a way to be measured. o Measure of the game goals completion should be available for the player at all times during gameplay. A warning sign must be sent to the player when the player is close to losing the game. Control instructions and mapping should be available for the player at all times during gameplay. APIs must include name, hierarchy level and purpose of all functions written on the game source code. All game assets must follow the same naming standard. All functions must have their purpose written as a comment above their first line. The game must allow player name registry. Saving o The game should have three or more save slots. o A saving option should be available for the player at all times during gameplay. 8. Roles and Responsibilities 8.1. Primary Stakeholders All information regarding the project’s stakeholders is within the Stakeholder Registry (see Appendix B). Primary stakeholders are those who are involved in Final Project and have a direct impact on the development and elaboration of the project. For more detailed information regarding roles and responsibilities, see Staffing and Communications Management Plan (TBD). 8.2. Production 8.2.1. Internal Producer The internal producers are the Full Sail University Game Design Master’s of Science students who oversee the undergraduate team. This role establishes and enforces policies and procedures for the entire team, such as establishing roles, work norms, maintaining focus, resolving internal conflict efficiently, and maintaining an open channel of communication between the team and the GP Games staff. They also assess all possible risks that may threaten the scope of the project, while also attempting to mitigate and control these potential threats. Additionally they schedule all team meetings and group work in order to fulfill all requirements for deliverables and milestones. 8.2.2. External Producer The external producers are the Full Sail University Final Project staff members who act as a bridge between GP Games and each team. Initially, external producers work with GP Games in deciding which game is best suited for each team to pursue. During the course of Final Project, they communicate with internal producers to convey work requirements and milestones, while providing grading and feedback on deliverables at the same time. They also monitor documentation and team progress through frequent meetings with the internal producer. If needed, they can also step in to resolve team conflict that is beyond the internal producer’s capabilities, and can facilitate external art and sound support. 8.2.3. Executive Producer of GP Games Liam Hislop is the current Executive Producer of GP Games. His responsibilities primarily include overseeing and assigning External Producers, while also monitoring progress of each Internal Producer indirectly through the External Producers. He must create, assign, and enforce all requirements and milestones for each team, which he monitors through documentation review and deliverable critique. He can pass or fail students based on appropriate documentation from the internal producer, and has the ability to terminate all projects that do not meet GP Games standards. He serves as a key decision maker during Final Project pitches and presentations. 8.2.4. Art Director The art directors are the Full Sail University Final Project staff members who act as a bridge between GP Games and the art students within each team. Primarily, they serve as advisors to the art students within the team. Art Directors evaluate the overall quality of all art assets created, providing feedback when needed to help keep style consistent and the established art direction maintained. Finally, they provide the art students their grading, as well as creating assets for a team when the team make-up requires so, such as a team lacking sufficient artists. 8.3. Art Team 8.3.1. Art Lead The Art Lead is an undergraduate student from the Game Art degree and is assigned by the Internal Producer based on skill, input from the GP Games staff, and expressed interest. They work with the Asset Lead to manage and maintain the asset pipeline, ensuring that communication between programmers and artists is open and effective. This helps to cut down on errors and misunderstandings that may develop between each party, resulting in fewer bugs and conflicts between art and code. The Art Lead oversees all artist work for quality, creativity, and consistency. In addition, they contribute to environment and level design, and they develop and maintain polygon counts based on engine restrictions. 8.3.2. 2D Lead The 2D lead is an undergraduate student from the Game Art degree and is assigned by the Internal Producer based on skill, input from the GP Games staff, and expressed interest. Initially, they produce concept art and storyboarding for the Final Project pitch to give GP Games staff a visual means of understanding game genre and concept. Throughout the development cycle, they oversee the creation and quality of all 2D art assets in conjunction with the internal producer. They help to design and generate menu art, the HUD, interface look and feel, credits, the pause menu, effects such as explosions, ingame 2D art, and textures. 8.3.3. 3D Lead The 3D Lead is an undergraduate student from the Game Art degree and is assigned by the Internal Producer based on skill, input from the GP Games staff, and expressed interest. They contribute to the conception of level design based on concept art and mapping provided by the team. From these, they develop models, rigging, movement, and textures. They also work with programmers to create animations iteratively based on code available and the project’s current stage. 8.3.4. General Game Artist The General Game Artist is an undergraduate student from the Game Art degree. They are responsible for creating art assets such as models, rigging, movement, and texturing, while staying within the consistency constraints set by game concept, genre, and agreed look and feel as determined by the team. They should be flexible and able to adapt to any style and task required for the game as assigned by the Art Lead and Internal Producer. 8.4. Gameplay Team 8.4.1. Gameplay Lead The Gameplay Lead is an undergraduate student from the Game Development degree and is assigned by the Internal Producer based on skill, input from the GP Games staff, and expressed interest. They are in charge of design, but should take into account the entire team’s voice. They fix gameplay problems, while ensuring balance such as enemy and environment difficulty is maintained within the game. They contribute to level design, and above all, they must play the game multiple times a day to ensure the game is functional and within the quality requirements as established by the team. 8.5. Quality Assurance Team 8.5.1. Quality Assurance Lead The Quality Assurance Lead is an undergraduate student from the Game Development degree and is assigned by the Internal Producer based on skill, input from the GP Games staff, and expressed interest. They are responsible for playing the game multiple times a day throughout all stages of development, attempting to find vulnerabilities, visual bugs, exploits, and aspects of the game that lack functionality. They monitor and control Test Track Pro, a reporting database that allows the Quality Assurance Lead to submit bug reports, assign responsibility for fixing each bug, and for checking progress on the completion and status of all bug fixes within the game. If necessary, they also do general programming as delegated by the Programming Lead. 8.6. Technical Team 8.6.1. Technical Lead The Technical Lead is an undergraduate student from the Game Development degree and is assigned by the Internal Producer based on skill, input from the GP Games staff, and expressed interest. This student should not only be a strong programmer, but also a strong motivator and teacher for the programming team staff. They build and maintain the game engine, keep track of all code, schedule frame rate reworks and code optimization as needed, and assign tasks in conjunction with the Internal Producer. They work with the Internal Producer and Art Lead to ensure deliverables are being produced on time and a level of quality consistent with requirements set by GP Games and the team is maintained. 8.6.2. General Game Programmer The General Game Programmer is an undergraduate student from the Game Development degree. They are responsible for generating and optimizing code, fixing bugs, and creating effects while staying within the consistency constraints set by game concept, genre, and agreed upon standards as determined by the team. They may also contribute to creating interface, text, and menus in conjunction with the artists, and assuring each works properly. They should be flexible and able to adapt to any style and task required for the game as assigned by the Programming Lead and Internal Producer. 8.7. Secondary Stakeholders All information regarding the project’s stakeholders is within the Stakeholder Registry (see Stakeholder Registry). Secondary stakeholders are those who affect those directly involved in Final Project and have no major impact on the development and elaboration of the project. For more detailed information regarding roles and responsibilities, see Staffing and Communications Management Plan (TBD). 8.7.1. Students’ Friends and Family These individuals add nothing directly to the Final Project content. However, they provide a system of support to the student that encompasses moral, emotional and psychological encouragement to help them achieve success. 8.7.2. Full Sail University Full Sail University provides students with the knowledge necessary to be able to successfully complete Final Project. Additionally, it provides experienced individuals, in the form of instructors, who can provide support and insight to the team as required. 8.7.3. Game Dev. Advisory Board The Game Development Advisory is a group composed of individuals from the gaming industry and the Full Sail University staff that provides feedback and information about the current state of the gaming industry during Final Presentation. 9. Project Scope Statement Final Project as it is defined in this document symbolizes the five-month software development cycle of a video game as it is delineated in (see Objectives). This project represents the educational capstone project not only for Full Sail University's Game Design Master's program, but those other video game-related degrees mentioned subsequently. Ultimately, Final Project aims to equip those participating students with the skills and experience necessary to leverage corresponding roles in the industry following graduation. Tailored to the sundry requirements of Full Sail University's GP Studios (see GRC Requirements), represented by Studio Director and Project Owner Liam Hislop, various deliverables and milestones are delineated as measurements of progress toward project completion (see Milestones and Deliverables). Additionally, as enrolled in the aforementioned degree programs, the participating students fundamentally shoulder a varied set of requirements from which Final Project and/or any of its deliverables, milestones, or component parts ought to render fulfillment (see Additional Requirements). The enrolled master's student(s) will behave as Internal Producer(s) (IP) and manage the project, including the development team, throughout the development process from earliest concept to gold master, including all those deliverables and milestones in between and archival thereafter. Working beneath an External Producer (EP) outside the team, those undergraduates beneath the IP's influence represent a number of Full Sail University video game development-related degrees including, but not limited to, Game Art and Game Development bachelor's programs (see Roles and Responsibilities). Lastly, Final Project carries with it scope-related considerations regarding budget, Policy and Procedure, Risks, Assumptions, and constraints (see Scope Exclusions). 10. Milestones and Deliverables This section is comprised of the milestones and deliverables due for Final Project. For a more detailed description of the requirements needed for each deliverable, please see the Requirements section. 10.1. Game Pitches Final Project teams are comprised of undergraduate Game Art and Game Development students and graduate Game Design students, as assigned by GP Games. At the beginning of the development of this milestone, the teams develop team member roles, policies, and work norms. Following team organization, teams must develop and present two game ideas via PowerPoint. Each game pitch will be between 10 and 15 minutes in length and will include a brief question and answer session with the staff of GP Games. Following the pitches, the staff will deliberate and each team will be assigned a game for development, as well as an External Producer to oversee their progress. Final Project Pitches will include the following: Team Member Positions Roster Two Game Concepts in Presentation Form o Game Features o Risks o Feasibility for a five month project o Game Title o Game Genre o Game Marketability Final Project Presentations to Staff Verbal Approval or Denial of Game Concepts 10.2. Design Document Once pitches are complete and the GP Games staff has assigned a game for completion, the team must develop the Design Document to describe the look and feel of their game. This includes developing and documenting interface design, storyline, concept art, game features, gameplay, in-game objects, effects, and music. This will serve as the blueprint for design and should be a living document, constantly being updated and changed as needed for sufficient detail as a reference for each team member. Key Sections of the Design Document include: Interactivity Glossary Characters/Weapons/Power-Ups Levels Key Algorithms/Puzzle Combat systems/Special systems Art and Production Design 10.3. Technical Document The Final Project Tech Document is the team’s reference guide to the game’s functionality and should not only prove that the ideas presented in the Design Document can work, but should also outline how they will work. This document should give a detailed plan for the production phase and much like the Design Document, should be a living document that constantly changes and evolves appropriately with the growing of the game. This should be a written record of all technical decisions made so that each member of the team can refer back to the information to keep the project on task and within the requirements set by GP Games. Components of the Tech Document include: Title Page Table of Contents Document Overview Coding Specs and Conventions o Unifies Code o Environment Development o Naming Conventions Timing Specifications o Minimum frame rate of 45 FPS Module/Feature Breakdowns o Engine o Gameplay System Architecture Chart and Description Milestone Deliverables Memory Map o RAM Performance Testing and Integration Plans o Create and Manage Bug Database 10.4. Proof of Concept The Proof of Concept is the playable demo and accompanying presentation that introduces at least 50% of the game features scheduled for Feature Fragment 1 to the GP Games staff. The presentation should demonstrate that team members are following the documentation that they developed to outline standards, and the playable demo should include a player character, enemy, game world, win and lose conditions, collision, and 2D and 3D rendering implementation. Proof of Concept includes: Presentation o Team introduces themselves o Game was fully explained o Team did a full demo walk-through o Team repeated questions before answering o Team responded professionally Tech should work toward improving or advancing to Feature Fragment 1 o Demonstration shows at least 50% of the core game-play required in Feature Fragment 1 o Team members’ code should constitute a week’s worth of time Integrated code should communicate according to the System Architecture o Team submits a single unified build o All team members’ tasks integrated Gantt Chart reflects all scheduled work o Schedule ascribes to all rules expected of scheduling o Tasks contain sufficient completion criteria o Progress and slippage correctly displayed 10.5. Feature Fragment 1 Feature Fragment 1 should serve as a second draft of the Proof of Concept and will incorporate 100% of the core gameplay features. The team will demonstrate consistency both in art and code, and the Gantt chart and all documentation must be updated and complete to reflect any changes or updates made. The team will do another presentation similar to the one done for Proof of Concept, and students will be graded on the same criteria, plus the complete core features. Feature Fragment 1 includes: Presentation o Similar to Proof of Concept presentation o PowerPoint presentation o Working demo with walkthrough Front End State o Splash Screens o Art Assets including a team logo Options Menu o Volume and Gamma control functionality Implementation of “A” or core features o HUD o Player Character o Game World o Sounds o Effects o Win Condition Updated Documentation o Risks identified and assessed o Gantt Chart Updated Bug Repairs o Allow no A level bugs o Allow 25 B level bugs o Allow 250 C level bugs 10.6. Feature Fragment 2 Feature Fragment 2 will be the last presentation of gameplay before the project enters the Alpha stages. Similar to Feature Fragment 1 in requirements, this milestone will mark considerable progress from the last deliverable. Core features should be completely functional and polished, and secondary features should be seen at least in their beginning stages of implementation. Feature Fragment 2’s requirements in addition to those from Feature Fragment 1 include: Implement B Features Perform Weekly Test Builds Presentation o Similar to Feature Fragment 1 presentation Update Documentation Fix Bugs o Allow no A level bugs o Allow 15 B level bugs o Allow 150 C level bugs 10.7. Alpha Build The game Alpha should be considered a second draft of Feature Fragment 2 and will have the same requirements that it had. Students will have polished and refined the work from that milestone in order to be successful on this one. The demo will exhibit 100% completion of all core features, and 75% completion on secondary game features. Alpha requirements in addition to those from Feature Fragment 2 include: Playable Demo and Presentation o 2D and 3D assets should be fully integrated and consistent o Environmental, weapon, and interface effects o Boss and Enemy AI functional o 2D and 3D animations should be fully integrated and consistent Gameplay o Balance verification o All A features implemented o 75% of B features implemented Interactive Tutorial o Control, Goals, and Gameplay Explanations Testing o Bug Verification o Bug tracking and logging Gameplay Manual Updated Documents 10.8. Beta Build The Beta must incorporate the requirements of both feature fragments, and must have all features finished including 100% of all core and secondary features. This game should also be playable and complete, but bugs are still being caught at this point in development. The Beta Build involves: Playable Demo and Presentation o 2D and 3D assets should be fully integrated and consistent o Environmental, weapon, and interface effects o Boss and Enemy AI functional o 2D and 3D animations should be fully integrated and consistent Gameplay o Balance verification o All A features implemented o 100% of B features implemented Interactive Tutorial o Control, Goals, and Gameplay Explanations Testing o Bug Verification o Bug tracking and logging Gameplay Manual Documentation Updates 10.9. Gold Build This is the final build of Final Project and will be the showcased during Final Project Presentations. Gold should include any requirement from Feature Fragment 1, Feature Fragment 2, Alpha, and Beta. This final build should be completely polished and totally bug-free to the best of the abilities of the team. Beauty quality assurance is implemented for this phase to ensure the look and feel of the game is consistent, and that gameplay is balanced, smooth, and error-free. The Gold Build includes requirements from previous builds as well as: Final Game Build o Levels aesthetics o Gameplay balance o Enemy balance Final Game Installer Final Game Presentations Update Documentation Fix Bugs o Allow no A level bugs o Allow no B level bugs o Allow 20 C level bugs 10.10. Archive The final compilation of all Final Project documentation results in the game Archive, and eventually the Game Bible. This is comprised of all schedules, policies, and lists that were generated throughout the project, and will be handed in as the final deliverable for Final Project. All Archive requirements include: Documentation compilation o Cover sheet o Design Document o Technical Document o Code Document o Entire game schedule o Updated Gantt Chart Final game source code Screen shots with captions Cover and CD labels ReadMe.txt file for instructions on gameplay Credits.txt file Final game installer Sample code from each programmer Videotaped gameplay on Mini-DV Final Presentation PowerPoint 10.11. Scope Exclusions Understanding there are limitations for this and any project, it is important to identify the boundaries of scope. The entirety of this document details all those components altogether occupying the scope of Final Project. This particular section aims to pinpoint and define these boundaries by differentiating all that to be considered outside of scope and thus excluded from Final Project. Due to the fact that Full Sail claims ownership of the finished game and states that no game created in final project will be made commercially available, we will not sell the game for any sum of money. Because development of the game is the primary focus during the five months, we will not be creating a website promoting our game during production. Online play features are outside the bounds of GP Studios requirements, and also creating online play aspects will be too much of a tasking for a five month project. Due to GRC requirements, any non PC-based development will be excluded. Additional content or update patches after the Gold Master deliverable will not be discussed or worked on during production. Because the GRC states that each team will only be allowed to use one API, we will not be using multiple APIs. Due to us only creating the game for the PC-based platform, there will be no tactile feedback such as a “rumble” feature. Due to budget constraints, there will be no professional voice acting. The genre created will not be an MMO as this genre requires far more work and maintenance than current time tables and staffing allow. 10.11.1. Constraints The constraints of this document reflect the contractual obligations dictated by the GRC. The scope of our project will operate within these boundaries. All milestones are fixed by the EPs and thus intolerant of translation. The project lasts five months. Development methodology will be fundamentally focused around Waterfall as robust preliminary documentation is required by the External Producer. The final product must be a playable game, running off a Windows-based Personal Computer, containing three-dimensional graphics and animations. All generated expenses must be acquired and administrated by the Internal Producer. Third-party development engines are allowed under strict rules and supervision detailed in the GRC Most of project must be original work by the students composing the team Game can’t exceed Teen rating level of ESRB 10.11.2. Assumptions All team members will be proficient with necessary tools and skills to allow the project requirements to be met. An adequate meeting space with reliable high-speed wireless internet will be available, free of noise and distraction for the duration of the required meeting times, to ensure productivity. All team members will only work on documented features or features that have been approved by the IP and the EP through the change request process (See Change Request). EPs will approve changes requested by the team within approximately 24 hours All required software and hardware will be working properly at all times The software and hardware tools used will be adequate to accomplish the requirements of the project The EPs will give the teams specific, measurable, and realistic requirements with adequate time to incorporate them into the project’s scope Data loss will be able to be prevented by following policies and procedures used in this project Deliverables will meet all objectives and requirements when submitted to EPs 10.11.3. Risks Team members not proficient with necessary tools and skills can lead to loss of productivity. There may not be an adequate meeting space due to lack of power, excessive noise, or lack of adequate Internet connection for all team members. Team members may work on features that have not been approved through documentation or the change request process, leading to feature creep. EPs may take too long to approve changes requested by the team, leading to delays or causing intended changes to be cut Required software and hardware may not be in working order leading to loss of productivity. Software and hardware tools may not be adequate to accomplish the goals of the project The EPs may not provide specific, measurable, or realistic requirements for all aspects of the project, causing difficulty when determining scope Loss of data due to either “acts of God” or by not following backup procedures Deliverables may not meet all objectives and requirements, and will be subsequently rejected when submitted to EPs. If sufficient costs are needed to fix the deliverable, a change request may be needed to alter the scope so that the project can still be completed within the allotted time. Narrow scope can result in demoralization from the lack of work available for all team members, resulting in lower quality work. 11. Scope P&P 11.1. Data Backup As loss of data negatively effects one or many of the four project management constraints—and scope among them--data backup is essential to prevent deviations from project scope as it is defined by this document. Thus, all files will be saved in no less than three separate locations. This is to ensure that in the event that there is data corruption or loss, multiple copies of files saved at multiple locations effectively establish these problems as non-issues. The first location will be on the Full Sail network. The second location will be on the IP’s computer. The third location will be a separate external hard drive, maintained by the IP. 11.2. Internal Producer’s Log The Internal Producer's Log is a written record kept by the Internal Producer to actively monitor and control the progress of the project. When used concurrently with Scope Checklists (see Scope Verification and Appendix B for sample Scope Checklist), Scope Verification is further enabled as a tool to keep the project to the work described and only the work described in this Project Scope Management Plan. This document is passed from acting IP to the next assigned IP at the Transfer Meeting. Broken down in the following sections, the IP can utilize the Internal Producer's Log to proactively monitor ongoing processes and identify diversions from scope. 11.2.1. Assignment Plans The Assignment Plan will be developed each team work day. It will reflect the changes in the assignment, and the roles & responsibilities of the team members. The Assignment Plan will be done even if it is not required by Rupert anymore. 11.2.2. Attendance Log The Attendance Log tracks the clock-in and clock-out times of every individual for arriving, lunch break, and departure for team work days. The IP is in required to oversee this log. IP initials’ are marked for those who are on time and tardy team members will be logged in the Discipline Log. 11.2.3. Discipline Log A form is maintained by the IP(s) each work day that tracks all infractions, the person(s) involved, and the level of the infraction (minor or major). The IP is required to re-tally the infraction count for the person(s) involved, and determine if further action is needed (See Infractions). If penalty is due, the IP is required to follow the Infractions policy as closely as possible (See Infractions). The penalty must be logged in detail within the Internal Producer’s Log. Penalty Description within the Discipline Log includes: o Person o The date it occurred o Situation description from the IP o Initials from the IP, perpetrator(s), and all others involved Example: Joe Student, June 15, 2010 Joe was late for the team work day on three occasions; specifically the 10th, 12th, and 15th. The EP has been informed that our policy requires the proper deduction of GPS points, as if Joe was marked as tardy for one class. The EP has committed the GPS reduction as prescribed. Initialed by IP, Joe Student, and the EP 11.2.4. Turbo Teams Daily Turbo Team meetings will be led by the IP. Turbo Team notes need to be taken by the IP. These notes need to be properly labeled and as detailed as possible, and then placed in the Internal Producer’s Log. 11.2.5. Postmortem The postmortem is a description of the IP’s experience leading the team. The purpose of these descriptions is for the following IPs to have a brief but intentional reflection of lessons learned so far. 11.3. Professionalism Full Sail standards, GPS standards, and the GP Games standards for professionalism and conduct will all be applied. Man-hours are lost and one or more of the four project management constraints may be affected. Of these, scope remains a potentially significant factor. Thus, behavior concordant with the professionalism standards outlined in those documents above is critical to help verify scope. 11.4. Infractions Infractions are any behavior that affects the overall effectiveness of the team in a negative manner, resulting in changes in time, quality, cost, or scope. Distracted workers leading to loss of man-hours is one example. Since scope is a potentially affected factor, infractions must be minimized. In an effort to do so, the Internal Producer may appeal to the EP to enforce professionalism standards outlined by Full Sail, GPS, and GP Games standards. 11.5. Scope Verification 11.5.1. Inspection Verification that the project is on schedule and within scope will be confirmed by the IP with scope checklists (see Appendix B). The IP will also be able to verify that the project is keeping within the scope by measuring the progress within the Internal Producer’s Log (see Internal Producer’s Log). 11.5.2. Submission The IP will meet with the EP for the formal acceptance of the deliverable’s completion in the third week of the final month of final project. The IP will present the EP the final deliverable by means of CD-ROM. Upon acceptance, the EP will sign off on the project by filling out a project deliverable acceptance document. In the case the deliverable is not accepted, the EP will define the changes that need to be done on the deliverable and will take disciplinary actions as needed. 11.6. Scope Control 11.6.1. Change Request All changes to the project must be approved by the IP and the EP after reviewing the Change Request Form (See Appendix C) submitted by a team member. When reviewing a potential change, the IP should consider how the change will impact all aspects of the project such as time, cost, quality, and scope, etc. If the IP approves a change, it will be submitted to the EP for approval. The EP has the same ability as the IP to reject or approve the change. Once the EP approves the change, it will be implemented by the team. The IP keeps this form in the IP Log and informs the appropriate team lead to enact the change. If the Change Request Form is denied by the IP or EP, the change is not made but the form is still kept in the IP Log. 11.6.2. Art Asset Request All art assets must be approved by the IP and the Art Director using the Art Asset Request Form (see Appendix TBD). A team member or the IP may initialize this process, which must ultimately be approved by the IP before progressing on the EP and Art Director. Although the EP, and IP are consulted in this process, the Art Director retains final approval rights to all art asset request changes. If approval is granted, the IP is notified via the same request form given to the EP and Art Director at the onset, which is then filed in the IP log. The IP then enacts the change by informing those team members producing the art assets. If the Art Asset Request Form is denied by the IP or Art Director, the change is not enacted, but the form is still filed away in the IP log. 11.7. Attendance Attendance is an important aspect on how the project is completed on time and under budget. While there are policies and procedures to make sure that team members will come to work on time, in event of issues, the timeline might need to change, thus changing the scope of the project. The point of defining the attendance policy is to show how attendance is controlled and thus how man-hours are tracked. Tardiness: Arriving one minute past the appointed time is considered tardy and will be documented by the IP in a logbook. Each tardy will be considered a Minor Infraction (see Discipline section). Excused Absences: Circumstances such as illness, car troubles, valid appointments, emergencies, etc. will be treated on a case by case basis by the IP and may be considered an excused absence. Excused absences will be noted in the log with the number of hours missed. Team members with eight or more hours, which will be considered a Major Infraction (see Discipline), will be counseled on the present situation and a recommendation to the course director will be considered. Important Note: If the team member does not call ahead to alert the team, it will be considered an unexcused absence. Unexcused Absences: Any unexcused absences will be noted by the IP in the log and the Major Infraction policy will be acted upon (See Discipline). Alternate Meeting/Location: The IP is the only person who can change the location and time of a meeting. However they cannot make changes within 3 hours of the scheduled meeting time. If a change is made then the IP is also required to email every team member informing them of the change with the new time and location. Important Note on Meeting Changes: If the IP changes the scheduled meeting time, either increasing the time or decreasing the time, the absentee policy only applies to the original meeting time. 12. Budget See file “04_SPMP_Budget_ver03.xls” for detailed breakdown. 12.1. Budget Descriptions In considering a budget, all salaries are figured around dividing averaged salaries for 2007 across the industry for individuals with less than three years of experience, dividing by twelve months in the year, and then multiplying by the five months entailing the scope of Final Project. The Business Contingency refers to backup funds necessarily withheld to reduce risk. 12.2. Overhead Office Rental (six-month lease) = $24,000 500 by 300 square foot office space in 5-story building with on-site maintenance, management, conference rooms, building security, and fiber optic capability, suitable for small businesses or large companies, located at Major Blvd, Orlando. Furniture = $4,560 $1,632 for 6-month rental of 16 Halton 24” x 45” Right Pedestal Sales Desks at $17 per desk $960 for 6-month rental of 16 Lariat Task Chair with Arms at $10 per chair $1,632 for 6-month rental of 16 Brylee Guest Chair at $17 per chair $336 for 6-month rental of 2 Halton 48x96 Conference Table at $28 per table Utilities = $1,200 x5 months = $6,000 Includes average rates calculated for aforementioned office rental including electric, water, sewage, trash, and internet for five months. Insurance = $3,500 x5 months = $17,500 Includes general liability insurance for small businesses from State Farm. Computers: Dell PowerEdge T100 $2,469 (x1) = $2,469 Intel® Core 2 Duo®E7400, 2.80GHz, 3MB Cache, 1066MHz FSB, 4GB, DDR2, 800MHz, 4x1GB,Dual Ranked DIMMs, Windows Server®2008SP2, Standard Edition, Includes 5 CALs,w/2003 media, Onboard SATA, 1-2 Drives connected to onboard SATA controller - No RAID, 1TB 7.2K RPM Serial ATA 3Gbps 3.5-in Cabled Hard Drive, Primary, 1TB 7.2K RPM Serial ATA 3Gbps 3.5-in Cabled Hard Drive, Additional, 16x DVD Drive, Internal. HP EliteBook 8730w $1,629 (x8) = $13,032 Genuine Windows® 7 Professional), Intel® Core™ 2 Duo Processor P8400 (2.26 GHz, 3 MB L2 cache, 1066 MHz FSB), Mobile Intel® PM45 Express Chipset ICH9MEnhanced, HP 3D DriveGuard; Intel® Centrino® 2 with vPro™ processor technology, 1 GB 800 MHz DDR2 SDRAM, 160 GB 5400 rpm SATA II, DVD; LightScribe DVD+/RW SuperMulti with Double Layer; Blu-Ray R/RE DVD+/-RW SuperMulti DL, 17.0inch diagonal WUXGA DreamColor WVA, Microsoft DirectX 10.1 (Shader 4.1) and OpenGL 2.1 capable (models with ATI graphics), 4 USB 2.0. MacBook Pro $2,427 (x8) = $19,423 2.8GHz Intel Core 2 Duo4GB 1066MHz DDR3 SDRAM - 2x2GB320GB Serial ATA Drive @ 7200 rpmSuperDrive 8x (DVD±R DL/DVD±RW/CD-RW)MacBook Pro 15inch Glossy Widescreen DisplayBacklit Keyboard (English) / User's GuideMicrosoft Office Mac 2008 - Home and Student EditionMini DisplayPort to VGA AdapterAccessory kit 12.3. Software Visual Studio Team System Editions with MSDN Premium (x1) = $5,469 VSTS Team Foundation Server Workgroup Edition (5 users), Expression Studio, toolkits, SDKs and DDKs, four technical support incidents, MSDN library, managed newsgroup support, online concierge, MSDN Magazine, MSDN Flash. Adobe Soundbooth CS4 (x2) = $398 Create and edit audio, automatic volume correction, speech search, visual tools for healing sound, looping tools, multitrack support. AlienBrain Team Pack License = $32,000 5 Alienbrain Advanced clients, 20 Alienbrain Essentials for Artists clients, 1 Remote Collaboration Server, 1 year of maintenance. Autodesk Maya 2010 $4,090 (x6) = $24,540 Autodesk® Maya® 3D modeling, animation, rendering, and visual effects software offers artists an end-to-end creative workflow. Autodesk Maya 2010 software is the first release to unify the Autodesk® Maya® Complete 2009 and Autodesk® Maya® Unlimited 2009 feature sets, advanced matchmoving capabilities, and high dynamic range compositing into a single affordable package*. Also included for a complete CG workflow are 5 additional mental ray® for Maya batch** rendering nodes and the Autodesk® Backburner™ network render queue manager (from autodesk.com). Design Premium CS4 College Student Edition $400 (x8) = $1,600 Includes Adobe InDesign CS4, Adobe Illustrator CS4, Adobe Photoshop CS4 Extended, Adobe Acrobat 9 Pro, Adobe Flash CS4, Adobe Dreamweaver CS4, and Adobe Fireworks CS4. 12.4. Miscellaneous Computer Incidentals/Office Supplies Keyboards, mice, cabling, flash drives, printer/fax/copier/scanner, blank data media, paper, pencils, pens, sticky notes, paper clips, staplers, router, dry erase boards and markers, speakers, headphones. 13. Appendices 13.1. Appendix A GRC Game Requirement Checklist GP Games 3/19/2016 Project Scope Management Plan Page 51 About This Document The purpose of this document is to describe the minimal requirements and feature constraints of Game Project’s final deliverable product. Although this document is what GP Games requires, please be advised that this is not graded until the team’s archive submission except for 0. We supply this document such that every team will know what will be required of them by the time they finish this 5 month development cycle. We do require students to plan to complete this by the archive milestone, but above all else game play will make or break the team’s game. Technology changes very quickly. This document may not keep up with everything available to the teams. Please be advised that the general rule listed will help everyone if there is any problems. Other than these sets of rules, anything goes! When reading this document, one will notice a number in parenthesis after each section in an article. The number is how many points will be earned if everything in that section is correct. The GP Games staff will sum each section’s number to get the GRC total grade after the archive milestone. There is one hundred possible points listed in this GRC; each point maps to a percentage point with a one to one correlation. General Front End (2) The Front End (FE) must contain a start up sequence, containing studio name and team name and the main menu. The order of these items is listed below: Studio Logo Requirements: It must display for 3 seconds. The player must not be able to progress beyond the logo before it times out (the first time the game is played) The player should not have to provide input to go to the next screen once the time out expires. 3/19/2016 Project Scope Management Plan Page 52 Team logo Requirements: The same requirements as the Studio Logo. Title screen or your games splash screen. This should be the glory intro screen. In actual games this would function as the copyright screen. This can optionally be combined with the Main Menu Screen. Main Menu Screen (10) Main Menu Requirements Upon any action in the menu, there must be unambiguous audio and visual feedback that the player has performed an action. Every action, the player can do in the menu, must have clear directions listed somewhere on each screen. Accompanying music/ambient sound should play within the FE. All possible selections from the menu must be functional. The Main Menu must include: Start button. This button launches the game world/play the game. Options menu. That selection must contain the following: Volume control must have a control for each of the following, if applicable, volume of dialog, sound effects and background music. Gamma control. That selection must control the gamma of the game and the game only. Defaults button to return all settings back to normal. Mouse Sensitivity slider if the game needs one. Please see Accept button to save any changes. Cancel button to allow players to return to the settings of their last save that is not . necessarily the default settings. Credits button. This will display game credits. This must include a list of all individuals who worked on or contributed to the game plus reference any third-party development tools or any art, music and sound effects resources used. Exit button. This will end the game/program. 3/19/2016 Project Scope Management Plan Page 53 Entering the application (3) When entering the application, if a user only presses enter, they should enter the game with default settings. The user may have to press the enter key a couple of times to progress though the menus. Networked games are the only exceptions. By default, the program must enter a listening state where it looks for servers or other clients after pressing only enter. On one of the menus, only one extra key press is allowed to let the program go into a waiting or server state where the program waits for people to connect. Load Times and load Screens (6) Times over 15 seconds before seeing the Main Menu are not permitted. Any load screens must have a moving or an animated indication, letting the player know the application is not frozen. Times over 40 seconds once leaving the Main Menu and going into the Game World (GW) are not permitted. Initial game loading must appear seamless and should not show or flash the desktop after the user starts the application. Game Level (7) The Game must have at least one functioning and complete level, representing the GW. Accompanying music/ambient sound should play within the GW. The sound playing, in the GW and FE, is required to be different The GW must be textured and have a skybox. If the GW has no world, i.e. a space game, skybox requirements are much higher and the skybox must immerse the player. Please talk to your art director (AD) and external producer (EP) for clarification. The GW should have no barren areas and all areas of the GW must be populated by areas of interest for the player. 3/19/2016 Project Scope Management Plan Page 54 Entering the GW (5) Upon initial entrance to the GW the player must have a safe time to orient to the world. Examples of point that facilitate this include but are not limited to: The game starting with the avatar temporary invulnerability. In a paused state which expires via countdown or player input. Spawning the player after the GW has been displayed, using an intro sequence or simply not dropping the player amongst a bunch of angry enemies. If any of the examples listed above do not fit within the game’s design, approval by the EP must be given for an alternative method. Game Objects (10) The player must interact with all objects in the GW. If a player interacts/collides with another object in the GW, there must be reinforcing auditory and visual representation of an event. Moving objects should interact with each other and the world. Moving Objects should be animated, with at least two animations, or have an animated texture, or have a procedural animation. Game-play (10) The player should be challenged by game initiated interactions (GII) at all times. There should be no point in the game where the player can stand inactive for long periods of time without any feedback or game progression. GII is achieved by one of the following: Autonomous Artificial Intelligence (AI), which is aware of, and is motivated to interact with the player’s avatar. AI, which competes against the player, must appear to follow the same game rules as the player. Networking, the game connects at least two human players between at least two separate computers. They must use standard networking protocols such as TCP/IP, or IPX/SPX, that is not hard coded, and uses menus or dialog boxes to facilitate connecting the different systems. The end user’s knowledge of networking or IP cannot be tested and 3/19/2016 Project Scope Management Plan Page 55 cannot be required. The interface must be easy to use and understand. Directions for each step of connecting to another player are required. Challenge settings that force the player to compete against an outside entity (i.e., a time mode for a race game). Pause Menu (5) A pause menu must be included in the game. The pause menu must have: Resume button – continue the game Exit button - exit to main menu If the user selects the option to exit the game a confirmation must ask the user if they really wanted to select that option and offer a save game state if applicable. Option Buttons – All these selections must adhere to all the visual and audio requirements in . Game Flow (6) Game Logic and Flow must be demonstrated. The game must progress and end in a state other than one it started in by effort of the player. Upon the player’s completion or failure of game objective, there must be feedback of the state change and final game state (FGS). A FGS may include a player results screen or something similar. It should include details or other feedback that informs the player as to how well they progressed through the game. User input is required for completion of the final state. The player must return back to the FE after the FGS is completed or the player may go to the credits then back to the FE after the FGS is completed. Statistics or information on world, player or opponent states (for example Stats summary or Scoring summary) are required to be displayed on the completion of the level/game. This information should be available while in the GW and before the user gets back to the FE. 3/19/2016 Project Scope Management Plan Page 56 If the player achieves a high score, or an achievement etc., they have to be notified in game before returning to the game’s FE. Operational Game Input (6) Input must include keyboard and mouse. Anytime a mouse is on the screen the user must have a valid selection available. The keyboard control must contain: Esc In the FE, the key goes back one menu until the application is at the Main menu. To exit the application, you can either have a confirmation screen about exiting the application or you can have it highlight the exit option and another press exits the game. In game, the key should trigger a pause menu. If there is a selection or the mouse is used for input, the current selection should be cleared first, and then on a subsequent Esc button press will bring up the pause menu. F1, in game, the key must bring up game help. At minimum the objective of the level must be included with the in game help. Alt + Enter must toggle between full-screen and windowed display modes. Alt + Tab must toggle between currently running applications on the computer. The game delivery (2) The game must come with installer. The installer must install all software needed to run the game with the exception of PC drivers. The user should be able to properly install the game, with default settings, by pressing only the enter key or by clicking only next. The installer is required to create an icon on the desktop, create a folder in the start menu with at least a start game icon and an uninstall icon. By default both the start menu path should go into the programs\<Studio Name>\<Game Name> and the default install directory is c:\ Program Files\<Studio Name>\<Game Name> The installer must fit on a 650MB CD. 3/19/2016 Project Scope Management Plan Page 57 The installed Game (6) No visual studio DLL’s are allowed to get installed on the computer. No SDK’s are allowed to get installed. The game cannot use more than 256 MB of video memory. If shaders are used, shader model 2.0 must be supported. The default resolution is 1024 x 768. The game can use no more than 128MB of RAM, per thread, at any one time. There is no limit to the number of concurrent threads, but the maximum memory that can be used, in any time slice, is 256 MB. While we do encourage learning multi-threaded programming techniques, we still do want a limit in the amount of memory used. If more than two threads are used, concurrently, the memory limit is still 128MB for the main thread. In addition, all the memory used by the rest of the threads cannot exceed another 128 MB. This rule has been broken if at any time the addition of all memory used by all threads is greater than 256MB. All threads created, while running the game, must contain the team’s name or the game’s name. Usability Game Objective (3) The objective is required to be displayed through movie, cut scene, or simple text; there must be some sort of intro or explanation to inform the player what to do. It is acceptable for the game objectives and controls to be stated in the FE (as a loading screen into the actual game state) or as an overlay in the game world. If this is the case, a continue button waiting on player input must also be supplied. Real-Time Display (6) There must be a Real-Time Display (HUD) of pertinent player or world states while in the GW. 3/19/2016 Project Scope Management Plan Page 58 The HUD must be fully interactive with the game, meaning it represents the state of the game/player in real-time. Everything in the HUD must be functional. The game must provide timely feedback of relevant user actions and the UI adheres to Feedback must be given to: Pauses of more than 5-10 seconds within the FE. Pauses of more 2-3 seconds within the GW. Game Rules (2) The player must not be penalized for engaging in game relevant system operations. If the player must use a game menu while in the GW, either: The player’s character should not incur damage Game action should be suspended while the player is in the menus. This section neither applies to games where the main competition is described under section Time trials nor section real-time networked games. Game regulations (11) Frame rate should be no less than 30fps average on the target platform ( The first game play sessions are required to perform the same as any subsequent play ). session. This includes any initializations, graphics, sounds, GII and end game conditions. The game performance is required to work almost identically between the target platforms. Refer to . The memory footprint of the application will remain constant (for each state) no matter how many times the user has played or how long a user has used the application. Game must be playable for four hours without crashing on the target platforms. There should be no Class A bugs. GP Games Refusal to accept milestones This is the only subsection that is always looked at during production. 3/19/2016 Project Scope Management Plan Page 59 GP Games can refuse to accept a milestone if one of the following are broken. Game must be created in accordance to GP class process constraints. 3D objects are required in the game. Game must be the result of substantial original work by the student team. Use of 3rd party development tools and pre-made assets is allowed and recommended to aid development, but the game, both in effort and effect, must be considered a new work containing items of originality. Please refer to and . Game content must not exceed the ESRB Teen rating category. There must be no pornography, profanity (except mild expletives), smoking or alcohol references. If you are incorporating other code from the studio or outside sources, it must be properly credited. Flashing effects and sharp camera motions are not allowed, please refer to GP Games has the right to require some of these problem areas to get removed and/or . changed to prevent possible problems that may occur from an audience watching the game demonstrated. Game may use only 1 3rd party development tool/API. Any module that has the base functionality of core modules in DirectX is not included towards this limit. Please see . Scripting languages such as Lua, RUBY, XML and Python are also not considered 3rd party tools/APIs. Examples of a 3rd party development tool/API include ODE, FMOD, Havok, and Wwise. If a team wishes to use any module is not directly listed here please read . Boost can be used as an API but only after GP games and the team have come to an understanding. Using this API will be monitored very closely. Operation outside the agreement set up those two parties will constitute an automatic failure for the entire team. Game Deliverables must be delivered by the allocated milestones, and a project archive received by the end of the last class day prior to graduation. Sub-Appendix A: 3/19/2016 Project Scope Management Plan Page 60 Any Questions or clarifications needed, about this GRC, should be written in an e-mail. The e-mail should be sent to the teacher grading GP3 and the team should CC their AD and EP. Feel free to CC anyone else that is interested in the answer as well. GP Games define Class A bugs as any bug which prevents the completion of the game within a single session. Game pad or joystick input may be used as primary input where appropriate, but you must still support mouse and keyboard. The GP Games test machine is the primary target platform. The other test machine (If the GP Games test machine is the ATI machine, then the other test machine is the NVidia and vice-versa) is also used as a secondary platform. The development machine (the student’s laptop) and the arcade machine are also used as a benchmarks. It is legal to use copyrighted work without the copyright holder’s permission when used solely for educational use, as long as credit is given. 3/19/2016 Project Scope Management Plan 13.2. Appendix B – Change Request Form Change Request Form Request Information Requester’s Name: Request Title: Request Date: Priority: Status: Response Date: Description of Request Justification Alternate Solution Impact Assessment Functional Scope Schedule Effort Cost Authorization Authorizer’s Name: Authorizer’s Signature: Date of Authorization: Page 61 3/19/2016 Project Scope Management Plan Page 62 13.3. Appendix C Animation Work Checklist Project Name: Final Project Work ID: 10151 (example) Team Member(s): Game Art Animator Checklist Requirements Does the character show proper weight transfer in motion? Do the character’s actions show proper use of the 12 principles of animation? Are the character’s facial expressions clear enough to show emotion to the audience? Do the character’s walk and run animations cycle? Are the animation curves cleaned up with no excess keyframes added? Is the file named with the proper naming convention? Has the file been uploaded to the proper folder on the server? Yes No Comments