Game Development Life Cycle: A Three-Part Tragedy / Comedy

Author’s Note: I originally meant for this piece to be a comedic “Shakespearean Tragedy” spoof, but the more I showed it to people who’ve worked on AAA game development teams, the more I would hear sad/relatable sighs from these poor souls. So at this point, I’m going to call this piece 95% reality and 5% exaggeration for comedic effect. I hope you all don’t find it to be too relatable!


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Act I: Game Announcement

INT. DAY. The setting is in a stylish yet sterile tech company meeting room. Likely located in Downtown Seattle, or Bellevue, maybe Redmond. Everyone is bright-eyed and optimistic—for now.

MANAGEMENT: This game is going to have EVERYTHING. Riveting online battles filled with intricate strategies. An engrossing and branching story mode. Beautiful and cutting-edge graphics. The world is our oyster.

ART: Here is a bundle of previsualization art! It is meant for internal review only, but—

MANAGEMENT: Let's jump the gun and show this to the Internet!

ART: Ah, bullocks.

GAME DESIGN: Comrades, I come bearing many new game features! Behold, the first one is a sweet and delightful side quest that unlocks after the main character triggers her first weapons upgrade!

ART: I have sketched many concepts for the main character's special buster sword/rifle/lighter/boyfriend.

GAME DESIGN: [hardly containable] I have just thought of 13094091 more features we should add.

ENGINEERING: Those all sound nice, but we need to seriously pare down the scope of this project if we want to have something playable in the near future.

GAME DESIGN: I reduced my must-have list to 5 main features!

ENGINEERING: Oh, marvelous! Thank you for compromising.

GAME DESIGN: The 5 main features contain 13094091 subfeatures!

ENGINEERING: Okay, but do you see how that's exactly the same thing as before

MANAGEMENT: Let's jump the gun AGAIN and show this to the Internet!

ENGINEERING: MOTHERF—

MARKETING: HEY EVERYONE WE JUST ANNOUNCED A TENTATIVE RELEASE DATE!

ENGINEERING: [muttering, while coding furiously] I'm just going to stop talking now, it's not like anyone listens to an effing word I say anyway—

QA TESTERS: Everything is broken. We are sorry.

ENGINEERING: [impassively] Thank you for the bug reports. Thank you for the 8194729 new Jira Tasks.

[END SCENE]


ACT II: It’s Still Not Out, We Don’t Know What It Is

MANAGEMENT: The Public has been losing faith in our project ever since we delayed our game for the third time. What say ye, knaves?

MARKETING: [forcefully] The Public still believes, I am sure of it. We announced a NEW RELEASE DATE at PAX West. We showed them a new Trailer! We even gave them a Vertical Slice!

ENGINEERING: 80% of that Vertical Slice won't make it into the final game. At this point, the Trailer is false advertising.

ART: Aye, the Trailer that I toiled upon for many a night, with nothing but the soft glow of my Cintiq to illuminate my darkened alcove. What does sunlight feel like, I wonder? What do the birds sound like this time of year?

ENGINEERING: [looking up towards the sky] We will never know; such luxuries are for free men.

MANAGEMENT: OH HEY, we decided to change everything about this game fundamentally. It's a MOBA now.

MARKETING: But... but does The Public even WANT that? We showed them a Battle Royale, what will we tell them now? An updated RELEASE DATE, at the very least?

ENGINEERING: Any RELEASE DATE we give will be willful deceit. [sighing deeply] Do you not see the truth, my sweet summer child?

ART: My friend, we are not in Beta.

QA TESTERS: We are technically still in Pre-Alpha.

MARKETING: [eyes widen] Y-You mean to say...

ART: [solemnly] There is no RELEASE DATE.

QA TESTERS: [stoically] There will never be a RELEASE DATE.

ENGINEERING: We. Are. In. DEVELOPMENT HELL.

MARKETING: [resignedly, brokenly] We are in DEVELOPMENT HELL.

[END SCENE]


ACT III: Endless Crunch Mode

MANAGEMENT: So uh, we're switching to a different game engine. [pauses] Also, there are free donuts in the break room.

ENGINEERING: [falls to the ground] I... I feel faint.

ART: I have mentally prepared for this day. I will repurpose, resize, and reexport all 291450 art assets. 'Tis a dull, thankless task—I must have done something in a past life to deserve it.

ENGINEERING: [weakly] My spirit is crushed, and my body is failing.

ART: You ought to rest, my friend. And mayhaps, consume a liquid that is not Red Bull.

ENGINEERING: I definitely need to consume another Red Bull.

GAME DESIGN: Comrades, this could well be a blessing in disguise! A fresh start, a new beginning! I can beget many new features now that we have a more powerful game engine—

ENGINEERING: NO.

GAME DESIGN: B-but—

ENGINEERING: NO NEW FEATURES.

GAME DESIGN: I bring you nothing then. This shall be a featureless game. :c

ENGINEERING: Good.

——————

QA TESTERS: Here is a level bug. Here is a logic error. Here is a graphics glitch, and—

EVERYBODY: HERE IS MY RESIGNATION.

[END SCENE]

Wing Luke Museum Exhibition: Tales of Tails

At long last, here are some pictures of the Wing Luke "KidPLACE" children's book exhibition that I worked on - my biggest collaborative art project to date! For the past 10 months, I worked closely with a small planning committee at the Wing Luke Museum (a historical heritage museum devoted to Asian American culture) to plan, design, and install the exhibition. Our team had free reign to transform a 10'x12' room into a lush, forest-themed exhibit titled "Tales of Tails." I was responsible for creating many of the printed designs as well, including the text panels and the reading panda illustration.

This project was headed by Minh Nguyen and involved many talented contributors. My friend Rodney Bambao did all the production design for this exhibit, even going as far as building a to-scale diorama of the whole thing! My friend Ken Taya did a bunch of the cute animal art, and I also roped in Sam LaMonica to write all the text panels, since he works as an educational writer.

On opening day, I led a 2 hour art activity for a large classroom of children. The best part of that was after my art demo, when a bunch of the kids lined up to try out the digital tablet I brought. It was so much fun watching kids live-draw their favorite animals on the projection screen! It really lit a fire in me and I definitely want to pursue more teaching opportunities in the future!