Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 2, 2014
arrowPress Releases
October 2, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 
Building a Studio
by Charles Egenbacher on 03/06/13 01:32:00 pm

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

During Guildhall's TGP2, a cohort divides up into small teams to create a CTF mod for UDK.
Cohort 19 was divided up into 5 teams of nine students (one team had eight students).  Typically, these teams would setup their team meeting space in a cramped study corale or in a classroom that offers little personal space.

A fellow production student and I are producers for two teams each (four teams total).  We realized that these teams were going to encounter very similar problems when learning UDK throughout this TGP.  What if we were able to share information across teams and help them learn the editor as a cohort rather than individual teams?  Rather than solve the same problem four different times, we could solve the same problem once and disseminate that information across other teams.

We got permission to use a defunct mocap studio on the first floor of the building.  That is, if we were able to find enough furniture to house thirty-eight students in the same space.

We made it happen and our four teams volunteered to try out the new studio experience.  Here are the perks of going with the studio feel vs. individual team rooms:

Information Sharing

  • Faster Learning
  • Less Ramp-Up time
  • Quicker bug resolution

Underpromise, Overdeliver

  • The game's are closer to Vertical Slice than Proof of Tech (at the proof of tech milestone).
Cohort Cohesion
  •  It's one big family and it's awesome.  This will help the entire cohort as they move forward into their capstone project.




Here are the before and after pics:

Before

Early stage of setting up the studio
Early phase of the setup process.  We had dragged in a few tables and chairs, but needed many more before we could officially open the studio.

A few tables so far

Early stages of setting up the studio

After

Pod 1
The teams are set up and good to go!  This is one team's space.  We were able to prop up some whiteboards on art easels for each group.

The Mushees design team is set up and good to go!
The designers of one team have a nice collaborative work space.

Art leads from different teams are helping each other out
Two art leads from different teams are helping each other with animations in UDK.  This type of collaboration and information sharing has become commonplace in the studio room.


Related Jobs

Trendy Entertainment
Trendy Entertainment — Gainesville, Florida, United States
[10.01.14]

Development Director
Infinity Ward / Activision
Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]

Senior Game Designer - Infinity Ward
Infinity Ward / Activision
Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]

Producer - Infinity Ward
Infinity Ward / Activision
Infinity Ward / Activision — Woodland Hills, California, United States
[10.01.14]

Senior Tools Engineer - Infinity Ward






Comments


Jonathan Jennings
profile image
neat, definitely a great way to make lemons out of lemonade, hopefully both of your teams sharpen eachother


none
 
Comment: