1. Identify and specify KPIs for your project's goals. You must list at least 5 KPIs
2. Identify as precisely as possible who you consider your core market for your project to be.
Target Audience: Iris is directed at gamers 15 years and up, with an interest in 3rd person action/adventure games.
KPI statements:
Title: Branding and exposure.
Definition: To promote both our game and our team in a public forum.
Stated method of measurements and comparison: Hit counter and user feedback via website and final exhibition.
Target: Create a website and promotional materials for both Iris and Token.
Title: Academic achievement.
Definition: Final academic grade for IDMPB
Stated method of measurements and comparison: Regular updates from supervisor on Iris.
Target: 95 or above.
Title: Timeline adherence.
Definition: Stick to schedule.
Stated method of measurements and comparison: Each team member to follow schedule as posted on website.
Target: All tasks to be completed by deadlines as stated.
Title: QA
Definition: Quality assurance as near to industy standards as possible.
Stated method of measurements and comparison: Extensive beta testing and review of game titles with similar features.
Target: A polished quality release.
Title: Gameplay advancements.
Definition: Alterations to current core gaemplay mechanics.
Stated method of measurements and comparison: Level and Auvres implementation to be refined. Revamped fighting system also to be implemented.
Target: To create a unique and enjoyable gaming experience.
Title: Sound design
Definition: To create a simple score and suited sfx.
Stated method of measurements and comparison: Research soundtracks from similar genres, and implement custom sfx into Auvres.
Target: To add an extra dimension to the gameplay experience.
Token:
Nadav Tossia s3162270
Jonathan Leong s3159598
Andrew Milton s3162487
SPACE BACON- CHARGE
Nigel Dunne, Shazy Noorazman, Alex Lester.
SYNOPSIS:
Charge is an XNA created, fast pace, multiplayer game for the PC. This arcade style, 3D platformer proves to be a great environment for hot competition. Set in nighttime Brazil, you jump between the inland slums and beautiful beachside condos in a race to unify the city with light. The more you connect, the longer your chain and the higher you jump, but watch your step- you fall and you break the chain!
FEATURE SET:
Wall running and double jumping to keep the game fast paced
Steal points from other players by claiming their nodes
Gain extra points for uncovering new areas around the island
Advanced jumping- the more nodes in a chain, the higher you jump
Advanced lighting and shadows for a stunning visual experience
Beautiful Brazilian environment involving hundreds of buildings from slums to sky rises
GOALS:
Make sure the project is up to an industry standard
Strengthens the individual portfolios of group members
Create a fun and addictive game that many ages can enjoy
Keep communications running smoothly within the team
Achieve decent marks that we feel reflects the amount of effort invested in the project
KPI:
Positive feedback from consumers
We hope to receive positive feedback from users aged between 12-45
To achieve this we will user test on a variety of ages through an online feedback form (10 people)
To have >80% positive feedback
Satisfactory marks
We hope to receive marks that the whole team is happy with
To achieve this we're hoping for a distinction or above for our final mark
Good team communication
We want to maintain good communication within the group, throughout the semester
To achieve this we will meet up at least once weekly as a team and compare progress against our timelines, as well as regularly updating our team blog with our individual progress
We're hoping it will increase efficiency and productivity
Create a project that's up to an industry standard
We want to create a professional project
Aim for positive feedback from at least two people currently working within the games industry
By gaining feedback, we hope this supplies us with both constructive criticism and motivation to take our game to the next level
Strong Portfolios
We want to increase our employment opportunities by providing ourselves with strong portfolios
We will do this by regularly meeting with our team supervisor, requesting feedback and applying it to our folios
Our target is to produce professional folios that we're proud of
AUDIENCE:
Casual gamers
M & F
Aged between 12 - 45
World wide (no language barrier/basic english)
Competitive streak
Those who like arcade style/classic/high score based games
Brand awareness:
Def: To measure the effectiveness of the website renovations by measuring the increase in hits.
Target: To find out how brand awareness converts into sales. Over the course of a year, measure the trend the sales.
Value of implemented new features:
Def: Guage the value of new features added to the site. Measure different hit counter. One for the people who simply access the site and one for people who then click on one of the new features.
Target: Over the course of a year, measure the trend in usage. Follow up with online surveys asking what would be done differently.
Promotion of Forum
Def: To take the crown as the place to be for 'body building enthusiasts'. This would be accomplished by promoting on other bb forums and via our self ran bb shows.
Target: Over the course of a year measure the number of active forum members.
Promotion of the Online Store
Def: The cheapest online store for bodybuilding supplements and accessories. In addition to the same promoting methods used from the forum, we would strike up unique contracts between distributor and ourselves enabling us to sell at a premium rate.
Target: To the the cheapest bodybuilding online and physical store in Australia. Measure sales over the course of a year.
Conversion to memberships
Def: See how features above convert into actual memberships. A questionnaire handed out when a member joins asking as to where they heard about us and what the deciding factor was that convinced them that this was the gym for them.
Target: Over the course of a year measure the trend of actual memberships.
Project: Man in the Machine Rare Gem Interactive
Chris Gan
Nicole Tekin
Matt Coles
KPIs:
Positive art development feedback from online art/game community.
We hope to receive positive feedback from online art/game communities.
To achieve this we will be engaging in communities such as Deviant Art, 3DGameStudio and ModDB.
Positive marking result:
We hope to achieve a marking result that everyone is happy with.
We aim to achieve this through acquiring a distinction or above; something close to last semester’s grade.
Production art that is up to industry standard:
We hope to create a highly polished visual product that is professional and comparative to industry standards.
To achieve critique and feedback that will help us achieve this goal, we will engage with two people currently working in the game industry.
Solid and unique portfolio material:
We hope to create strong material for our portfolios to increase our range of employment opportunities; material that we are genuinely proud of and eager to share.
We plan to achieve this by applying the combined feedback from the online communities and industry professionals we will communicate with.
Strong team communication:
We want to ensure our project stays on course by maintaining strong communication channels between our group members.
We shall achieve this by holding regular weekly meetings person to person, via phone calls and communicating online.
Audience:
Project: Man in the Machine is directed at fans of classic adventure games as well as a wider audience of casual gamers and newcomers to the adventure game genre, at the ages of 12 years and above.
Target Audience: This collection of maps is directed at gamers 18 years and up, who already own and play Left 4 Dead and Day of Defeat: Source.
KPI:
Positive feedback from community
I hope to receive positive feedback from users who engage in the maps testing
To achieve this I will host the maps privately for a small group (4 – 10 players)
Target: >75% positive feedback
Produce industry standard FPS Maps
I hope to create two highly polished and bug tested maps that are up to industry standards.
Target: Compare visual quality of current L4D/DODS Maps to my own.
Strong Portfolio
I want to increase my employment opportunities by providing a strong portfolio. I will accomplish this by comparing to other portfolios hosted online.
Target: To produce a professional portfolio that I will be happy with.
Quality Assurance Testing
I want to bug test the maps thoroughly to make sure the gameplay experience is not hindered by bugs.
To achieve this quality, once maps are at a playable state I will host them privately for a small group for bug testing.
Target: Two highly polished map releases.
Schedule
I will stick to the schedule I have organized for both the maps.
Target: Tasks to be completed by the deadlines set out in schedule.
For conveniences sake I've taken five of the KPI's out of the several I have done and put them in this post. If you would like to see the full list of KPI's, I’ve attached the word document for it.
Target Audience
The game will be targeting an audience already involved in the gamer community, both male and female. We will be targeting a large age group with this game, from 12-40. The game will be chiefly targeting people within this age range that are already actively buying digitally distributed products.
KPI’s
Finalize an achievable design document.
Time frame: 1 week
If design has not been finalized by a week’s time, take a step back – remove unnecessary features.
If not finalized by two weeks: Kick yourself because you’re being lazy.
Locate two addition team members
Time frame: 2 weeks
If unable to find team members in two weeks – look at A: Interest project is generating, avenues to promote or gain interest in the project.
If unable to find any team members within four weeks – drastic changes to design or plans may be required. It may be worthwhile scrapping project or moving ahead on my own.
Asset Generation
Artists/ Designers on the team must present at least 2 new assets per week (unless all assets have been created) . The asset must be ready for implementation in the game engine when possible (By at least one month’s time).
If a designer is unable to present a full asset, designers/artists will be expected to show work and progress on the assets to the team.
If an asset takes longer than 2 weeks to be completed, team members must use the next meeting to: Decide if it is worth keeping, if another member do a better job finishing it, or if there are there more important assets to be working on.
Major warning – if no new/finished assets have been implemented within a month. Team members must come together to asses why this has happened and what can be done to ensure asset generation will continue in an expedient manor.
Animation and rigging of completed models
Initial generic Male/Female character models to be created rigged by at least week
Further animations to be done at a rate of 2+ a week.
If quota for a week cannot be filled, members will need to come together to assess how important the animation in progress is. If the animation is deemed unnecessary it should be pushed back/put on hold for essential animations.
Programming progress KPI
Once a playable version is created the programmer will need to present one progress report to the team every weekly meeting. Ideally the programmer will have a new version with feature list when possible. To prevent project failure the programmer will be required to present at least one playable version with new features each month (subject to change).
If a playable version is not presented the team must look at why there is no playable version and if it is in the projects best interest to remove any features that are causing problems.
Major warning sign – Two months of non-playable versions. Group will need to come together and asses what exactly is going wrong. Needless features MUST be cut, until project is back on track.
KPI 1:
Title: Successful deadlines
Definition: Follow the deadlines and stick to it. Also be specific in what is required to be completed, otherwise ask questions to narrow down what you are required to work efficiently. All about taking the guess work out.
Method of measurement: Keeping the number of delayed deadlines to as small as possible, preferably zero delays.
Target: An efficient project management
KPI 2:
Title: Beta Level
Definition: A point of the game development when it is playable to a certain degree. Able to play the game to the bare basics such as solid ground and a general shape of the level and the ability to complete one task and have mobility.
Method of measurement: The ability to play the game and mostly finish it. The visuals and controls do not have to be pretty, just need to work.
Target: Test the game play early in the development to spot out potential flaws as soon as possible.
KPI 3:
Title: Bare minimums
Definition: Creating a list of objects that we need and objects that is not needed, but could help beautify the level design. Required objects will be produced before the beautiful objects depending on the time limit. A milestone will be set at a point where the game is visually playable and acceptable to an average gamer after a set amount of objects produced.
Method of measurement: The number of objects produced and the playability of the game
KPI 4:
Title: Goals to complete at the end of the project
Definition: A clear understanding of which one of us is going to specialize in specific tasks to match their skills (character models, level designs, native models, graphics, etc)
Method of measurement: Come to an agreement of who is going to be responsible in what part of games development
KPI 5: ‘Good’ grade
Definition: Complete this project and get a good grade out of it
Method of Measurement: Credit or above is a ‘good’ grade.
Target Audience: The game would be aimed at players who are into Sci-Fi games that involves the feeling of being the person to the save the day. The target age is going to be 17 to 30 years old males.
Target Audience: -gamers 15 years old and above, male and female
-intermediate to advanced PC gamers
-both steam train enthusiasts and non-enthusiasts
-gamers who favor third person shooter adventure game
KPI statements and project goals:
Title: Better communication with different team members.
Definition: To learn to communicate ideas and care between different people working as a team.
Weekly meetings and regular progress update on assembla. Individual update of work progress and also personal life to a certain extent.
Title: Building a project in a professional standard.
Definition: To produce a project measurable to the titles on market.
Taking advice from supervisor, receive feedback on a weekly basis. Review released titles.
QA sessions to receive feedback from gamers.
Title: Exposure to public.
Definition: To expose ourselves to the public, recognition of talent by produced project.
Post project artworks on forums, final year exhibition.
Title: To learn our project level among peers in the program.
Definition: To measure our level of execution and quality of the project among our peers.
Present in presentations and review our project with others.
Title: To teach and inform.
Definition: To teach and inform the characteristics of the Victorian era in an old locomotive.
Thorough research on the topic and execute ideas in the closet possible manner.
Target Audience:
Urban Bloodshed is dedicated but not limited to FPS players (both casual or hardcore gamers).
Key Performance Indicator statements: Time Management
Description: The efficiency of production.
Aim: Meeting all deadlines to ensure a smooth progression to a final product by the end of semester.
Method of measurement: Week by week updates in group meetings to ensure each member is meeting their deadlines.
Industry Standard Assets
Description: The production of assets of high quality.
Aim: Producing assets which are comparable with the current industry standards.
Method of measurement: Comparing our assets to current games which use the UT3 engine and constantly asking peers to critique our assets.
Team Communication
Description: To ensure there is satisfactory communication between team members to maximize productivity.
Aim: Keeping communication between programmers > artists, artists > programmers and programmers > programmers, to insure assets are being created in the right order to reduce delays. We also want to ensure that each team member knows their role in the team and the assets they must complete.
Method of measurement: Constant updates and reminders of team member’s roles in weekly meetings, via internet, phone or assembla.
Product Testing
Description: To test the game on our target audience to ensure it is heading in a positive direction.
Aim: To ensure the game will be suited for the target audience through feedback from game testers.
Method of measurement: To receive 90% positive feedback from the game testers.
Academic Accomplishment
Description: Completing the project and accomplishing at a high standard.
Aim: To receive a well earned grade we can be proud of, and receive positive feedback.
Method of measurement: A high distinction is required.
Paper Plane Productions:
Martin Au – s3167751
Felix Serrano – s3167462
Anthony Pietrosanto – s3166454
Dat Do – s316FAIL
KPIs
Title: Timeline
Definition: Sticking to the schedule
Stated method of measurements and comparison: Weekly updates and team meetings
Target: Stay on schedule and get everything done on time.
Title: Play testing
Definition: To let people outside of our project play the game and give their thoughts/criticism so we know what works and what needs improvement.
Stated method of measurements and comparison: Feedback (negative?)
Target: Find a new person each week once we have a playable demo
Title: Fill design book
Definition: Ensure we have explored satisfactory design options
Stated method of measurements and comparison: Fill up all pages of design book
Target: Constantly sketch out ideas so we have hard copy
Title: Grade
Definition: What grade we get at the end of semester
Stated method of measurements and comparison: Numerical score and/or grade (DI/HD)
Target: Wait for the panel to mark our project and post our results
Title: Post completion feedback
Definition: Expose as many people as possible to our finished product and get feedback
Stated method of measurements and comparison: Positive feedback (survey?)
Target: Make friends, family and other uni students to play, and post online for more honest feedback (through indie game dev forums, etc)
Target Audience
The target audience for Hollow Front is primarily employers, but also fans of game art and game creation will enjoy exploring and discovering what we’ve included.
Team Members
Felicity Trembath - s3164612
Dimitra Lainas - s3164472
Nicole Collis - s3164885
Hamish Lockwood - s3138084