Production Pipeline Exam Revision – 09/02/22

Game: Uncharted, The Lost Legacy

What are core phases of development?

Inception – Inception is the phase of development where initial ideas are being discussed and created, sometimes these ideas are based off market research so that the development team have a clear direction of what to create and how to make it stand out.

Pre-Production – Pre-Production is where all the planning takes places, during pre-production the team will take the idea and begin to come up with concepts for the initial idea, there will be a producer who makes documents such as a production schedule or a game design document so the team knows what milestones there are when they enter the production phase.

Production – Production is where most of the work takes place in terms of practicality. Concepts become a reality and the project is full steam ahead, there are often various milestones to hit in this phase such as having a minimal viable product, alpha test, beta test etc. The team will also look at marketing the game once it is in a viable state to be marketed. This could be done a number of ways such as events like E3, influencers / streamers and promotional material such as web ads, posters, tv ads.

Post-Production – Generally at this point the game is about to be released and developers begin to plan for the games after release such as patches for bug fixes, extending the games longevity with DLC, post-release marketing and customer engagement through social media.

Why is each phase important?

Each phase of development is crucial because it allows you to plan and execute effectively. Without proper planning, the company run the risk of attempting to create something with no clear direction and losing out on time and money.

How might different job roles contribute differently at different phases of the project?

A good example of how job roles contribute differently at different phases of the project could be that an artist has created a concept art to work off when it comes to creating the asset for the game, they may even pass the concept art on to someone who’s primary skill is 3D modelling and give them details on how that should be modelled and what the texture should look like on that model.

What is the role of a Producer across the project?

The producers role across the project is to ensure that everything is running smoothly and to time on the project so they will need good organizational skills and time management. As an example, the animator can’t animate with a 3D model so the producer will have it so that once the 2D artist has passed the concept art to the 3D artist and the 3D artist has done their work, that gets moved on to the animator. It’s all about ensuring a smooth workflow in order to meet milestones.

My skills on this particular project may be useful as a game designer or a producer, as someone who has played a lot of action-adventure games, I know what to expect when I go into playing one, this may not necessarily translate directly into the job but I know how the games work and what kind of design we would look at when it comes to a game like Uncharted: The Lost Legacy.

Uncharted has always been a franchise that has been as close to realistic as possible, from the walking styles, the environments and combat to the discovery of landmarks and reactions to conflict, With Uncharted, every punch can be felt and every heartbeat in the stealthiest moments makes the player come to life and draws them in for the ultimate sense of concentration and that is the kind of grasp I would want to create on this project. I would achieve this by utilizing the technology that is available. The DualSense controller is a fantastic piece of kit that contains haptic feedbacks, an inbuilt speaker and best of all Adaptive Triggers.

Uncharted contains a lot of different weapons from assault rifles, pistols to melee weapons such as machete’s and knuckle dusters and as you’d expect, each individual weapon makes the character react differently and the player should feel that too. By the use of Adaptive Triggers and Haptic Feedback, I’d make it so each guns trigger had a different weight to it and the haptics would rumble as a single shot for semi automatic and continuous for full automatic, furthermore, if the weapon is suppressed, that haptic feedback isn’t as intense as the weapon without a suppressor.

Uncharted is a game that contains a lot of adventure but is still very linear in terms of the story, the design of the game though doesn’t make you feel constrained, they use big open area’s and complex puzzles to make the area seem bigger than what it actually is and a lot of thought has gone behind this, where do we place this piece of the puzzle and where is the lever to activate the puzzle, all of this is specifically designed to create a sense of space, larger than what it actually is.

As always, it wouldn’t be an Uncharted game without climbing to do, as with any other video game, these spots need to be made obvious so the player knows where to go and knows that they are able to interact with that particular object, every now and then if the player is lost, there will normally be a hint sound followed by a quick movement of the camera.

So above all else, I would use my knowledge of the game genre and technology available to allow me to slot into that role. A game designer isn’t necessarily a role that you can just walk into, so in order to obtain the role, I would submit my portfolio of games I have made / designed myself to the employer (in this case, Naughty Dog). My portfolio wouldn’t just include the games I’ve created but it would show how I’ve created them and techniques I have used to build immersion through game engines and technology and also showcase the worlds I have created.

As a game designer, when it comes to the production pipeline, we are normally involved throughout the whole pipeline, from inception all the way through to post production. During Inception, we will share ideas and see what’s achievable and what kind of designs we’re going for, is it going to be stylized? is it going to be realistic? What’s the setting of the game, is it futuristic, modern, set in the past, there will be loads of questions asked during the inception stage as we decide on an idea.

Going in to pre-production, the game designer will over-see all of the concepts being created to make sure that everything is on the same wavelength, like a concept artist might be working on a medieval knight but the game we are creating is a neo-futuristic open world game so you could find a way to incorporate that idea into the games setting and then provide feedback, its all about communication from this point forward.

Production is where the fun begins, you will be overseeing the projects design and watching it all unfold and working with everyone in the studio. Making sure the 3D models match the style of the game as you have envisioned it and that each animation for every model makes sense, the way they move when they’re idle and the way the characters walk. Making sure the level designer has done a block-out and making sure its playable to the point where you can fully navigate the area. Putting the story into the game and how the story is told throughout the games assets is a crucial part of being a game designer and the whole purpose is to make the player ask those questions of what happened here and whats going to happen later on.

What is the role of QA across the project?

QA, better known as Quality Assurance, exists across the project to ensure that every asset made is to a substantial standard and fits in with the design of the project, as well as making sure the gameplay feels nice and attempt to identify bugs.

What could the company do to increase the lifespan of the product?

The company could provide post-launch DLC as a starting foundation in terms of extending the longevity of the game, but without that, there is loads of content the developer can create for the game such as collectibles, side-quests and different characters to play as. This increases the replay ability of the game and makes it successful beyond the core gameplay itself. There is also no reason why a single player developer can try its hand at multiplayer content, as an example Naughty Dog done this with Uncharted 2 and The Last of Us.

Why is it important for the company to consider the lifespan of the product?

It is important for the company to consider the lifespan of the product because they need to figure out how long they can support the product for before they lose out on time to begin working on a new product. As they say in the industry, time is money and although time may be infinite, money runs out. Is this game going to be profitable a year after release, even with DLC releases and adding new features such as multiplayer, how can we expand on the multiplayer aspect such as Battle Pass’s.

Case Study Full Reflection and Review – 04/02/22

Topics:

1.The production Pipeline – 9

2.Target Audience – 7

3.Market Research – 5

4.Monetisation Models – 9

5.Project Financing – 8

6.Immersion – 10

7.Sound – 10

8.What makes a game successful beyond core gameplay – 7

9.Pitching – 10

10.Game Genres and trends – 9

11.Pressure points and cashflow – 7

12.Product lifespan – 9

13.Job roles and Hierarchies – 9

14.World Building – 7

15.Production management (Agile and Scrum) – 8

16.Ethical issues – 8

17.Legal issues – 8

18.Regulatory bodies – 9

19.Employment Types – 9

Strengths and Weakness’s

Strength

  • Production pipeline
  • Monetisation models
  • Immersion
  • Sound
  • Pitching
  • Game Genre’s and Trends
  • Job Roles and Hierarchies
  • Regulatory Bodies
  • Employment Types
  • Regulatory Bodies
  • Employment Types

Neutral

  • Target Audience
  • Project Financing
  • What makes a game successful beyond core gameplay
  • Pressure Points and Cashflow
  • World Building
  • Production Management
  • Ethical Issues
  • Legal Issues
  • Market Research

Weakness

  • Market Research

The way I have ranked these topics are areas that I am super-strong in and can easily roll off the top of my head answers in relation to these topics. Neutral topics are topics I am comfortable with but wouldn’t hurt to look deeper into or revise for more. Weakness is the topics that I am struggling with and it just so happens today that when it came to market research I blanked for an answer, it was hard to define.

When it comes to ranking the topics out of 10, I am fairly confident in myself however that I have a wide variety of knowledge in most areas so I didn’t score myself too low. I try to use the PEE method when writing so I make a point and evidence it, then go for an explanation but I need to expand on this start to look at linking topics together and how each topic may affect one another.

I am going to look over the Neutral and Weakness topics by using standard revision practices and also look into mind maps for these topics as well. Mind maps are useful for revision as it allows you to break down the structure of a topic. I can then also look into linking each topic into other topics and how they can relate to one another.

Production Pipeline Revision – 02/02/22

Inception – To come up with an idea and start brainstorming ideas in order to create a pitch and start planning.

Pre-Production – Project has been given the green light. It’s time to start planning, hiring and allocating staff.

Production – Creating Assets, Programming, Building prototypes, test plays.

Post Production – Marketing, Events, Patches / Post launch support,

Target Audience and Market Research Part 1 – 19/01/22

I liked this revision strategy as it helps you break things down and organise efficiently, I also thing the art style that Miro uses is really cool and makes it easy to look at, where as if its a wall of text, sometimes you can just skim over some things because its a lot to read. I think this would help me collate information easier for other areas because like I said, it helps your break down certain subjects.

I don’t really have any other revision strategies in terms of this exam type, sometimes if it was a programming / maths exam, Kahoot was useful, flash cards and shared discussions could also be useful, but I think prefer the mind map strategy because of how it breaks down topics.

Company Types – 07/01/22

WII 1. Understand job roles, career structures and business models across the game, animation and VFX industries.

There are many company types that can span across the GAVFX industry, some might even work together and intersect industries and some may be reserved purely for a specialist field. Below is an example of some types of companies:

AAA Game Studio’s

AAA Game Studio’s make video games with a large team and a large budget. The quality of the game isn’t always what you might expect from a AAA company as mistakes do happen but AAA companies tend to have enough manpower to work around the clock.

  • Ubisoft
  • Infinity Ward
  • Insomniac
  • Treyarch
  • EA Games / EA Sports

Indie Game Studios

Indie Game Studio’s tend not to have a massive budget like AAA Game Studios or as large of a workforce. They can still make high quality games which may take longer but again, not immune to making bad quality games.

  • Devolver Digital
  • Mediatonic
  • Playtonic

Publishers

Publishers exist in video games and animation. Publishers will offer support to studios in terms of funding, marketing and PR. Publishers will sometimes want controlling power over the final say of whats in the game and whats not, but they will also have control over the public image of your game aswell.

  • Activision Blizzard
  • VALVE
  • EA

Hardware Manufacturers

Video game consoles are a staple in the gaming industry and we have hardware manufacturers to thank for that. Hardware can be in the form of consoles, peripherals such as controllers and headsets, PC components, VR headsets and standard technology components such as camera lenses. In terms of the games industry, it is not unusual for the hardware manufacturers to also dabble into the software side of things. As an example, Sony make the PlayStation but they also have PlayStation Studio’s who will make games specifically for the PlayStation.

  • Sony (PlayStation)
  • Microsoft (XBOX)
  • Nintendo (Nintendo Switch, 3DS)
  • Valve (Steam Machines, SteamDeck)
  • Apple (iPhone, Apple TV, iPad)

Mobile Developers

Mobile Developers can be both independent and can also be a large studio. They can also range from making video games to applications on Mobile Devices.

  • Rovio (Angry Birds)
  • Imangi (Temple Run)

Film / Animation Studios

Film / Animation studios are companies that will make films that normally have to be commissioned, the same way a game might need to be commissioned. Film / Animation Studios may work with tools from other industries, such as Disney+ with The Mandalorian. The Mandalorian utilizes Unreal Engine to create a virtual set.

  • Pixar
  • Disney
  • Dreamworks
  • Marvel
  • Warner Bros.
  • Paramount Pictures

Regulatory Bodies

In order to get a game published and onto market, a regulatory body will need to make sure that your game is suitable for its intended age range. In some instances, they may mark a product down for a lower age rating which is perfectly acceptable, however if it is the other way around and is not what was intended, it may force the studio to change the direction of their development. There is a similar system in place for Films and TV.

  • BBFC
  • PEGI
  • ESRB

Software / Tools

Studios will use a variety of tools specific for their industry and sometimes the tools may be free to use depending on certain situations. As an example, with Unity, you don’t need to pay to use Unity unless you earn over £100,000 for your game. Some toolmakers have free versions of their software and premium versions of their software. Some may require an enterprise license and some may require a subscription.

  • Adobe (Photoshop, Substance, Illustatrator, After Effects, Premiere Pro)
  • DaVinci (Resolve)
  • Unity
  • Epic Games (Unreal Engine)
  • Havok Engine

Starting your own business

When it comes to starting your own business, there are many resources that someone might require when doing so, not only for it to be successful, but just to be operational. These resources include:

  • Money – Pay for overhead, staff, registration of business and equipment. Money can be obtained a number of ways such as publishers, government grants, business loans and investors. It may even be possible to use your own savings or work in another job to help fund the business.
  • People – Depending on the project, you might need a workforce and it is doubtful that people will work for free.
  • Patience – Success isn’t certain but it also isn’t immediate.

Financial Implications

  • Paying staff
  • paying overhead (Utilities such as electric, Wi-Fi, rent / office space)
  • software licenses
  • development kits
  • Living costs (food, water)

Challenges / Risks

  • Making a name for your business (not generally creating one but being known to the public)
  • Return on investment (Publishers and Investors will want to make their money back and then some)
  • Time vs Money – It can be easy to run out of time or money when working on a project and if the project isn’t managed properly, the product may not make it out of the door meaning no way of income from time lost.

Types of Companies

LLC (Limited Liable Company) –

Partnership –

Sole Proprietorship –

Corporation –

Co-operative –

Synoptic Research – 05/01/2022

Background

The popularity of emergent fun physics-based multiplayer party games has reignited a desire for more of this new genre. Not only are these kinds of games fun to play but they are fun to watch being played, which makes it perfect from a marketing perspective. As your publisher we are commissioning you to design and build a vertical slice for a physics-based multiplayer party game that captures the essence of emergent fun that people have when playing games like Fall Guys, QWOP and Getting over it!

Brief

Physics based emergent fun games are back in fashion! Before that market evaporates, we need you to design a game that captures what makes physics based emergent fun games compelling to play and watch and present it in a unique and interesting way that makes whoever is playing and watching it burst out into fits of laughter.

The levels must be simple; the characters must be simple; the controls must be simple. The fun must come from all three of those layered into a physics engine. Find the fun in all three of those things, attempting to force it will seem artificial and exactly not the kind of game we are after. Let the fun emerge. For ideas examine Fall Guys, QWOP and Getting over it. Each of these games has one thing in common, they are simple in level design the emergent fun comes from the simplicity of the controls with the simplicity of the avatars layered into the complexity of a physics engine – in the end you have a goofy game that just makes you laugh to play and watch – that’s exactly what we are after.

Games

Fall Guys

Fall Guys is a game that took the internet by storm, announced for PS4 and PC, the game quickly rose to the top of Twitch streams for its enjoyable content, reactions and gameplay. The game is a somewhat competitive arena based game similar to the likes of TV classic, Takeshi’s Castle. It is madness and chaos that contains at least 40 players racing to the finish line, dodging obstacles and avoiding grapples from other players. This game has everything to make it the perfect party multiplayer game.

Human Fall Flat

Human Fall Flat is a physics based game that doesn’t entirely make sense. It features multiplayer elements where you control a character who has ragdoll like physics, the aim of the game is to complete the level by solving puzzles such as moving boxes onto pressure plates.

Gang Beasts

Gang Beasts is a physics based game that features battle royale elements. The aim of the game is to be the sole survivor and eliminate the other players. Again, this is ragdoll physics and features simple grapple mechanics that allow you to throw the opponents.

QWOP

QWOP is a mildly infuriating game that features physics which respond to keystrokes in a certain order. The aim of the game is to get the athlete to the finish line in record time. Upon playing the game, it won’t take a minute to realise that this is probably going to take a year to complete. This isn’t multiplayer however, the physics are interesting.

Pressure Points and Cash Flow – 5/1/22

Pressure points in game development often relate to the struggles that can happen in game development. They can include but not limited to Staff, Marketing Support, Finance and Deadlines / Milestones.

Staff

When it comes to staff, they are essentially the heart of the product or the cogs in the machine and with that, they are only human. This means that there can be a reduction in staff when someone gets sick / ill. If this was to happen there would be less staff to product the product and slower production. More recently, the pandemic has had a huge effect on staffing issues for any workplace, not just the games industry and as such there has been closures of workplaces and more people working from home, this can have a huge impact on timeframes and could also explain the lack of AAA releases recently.

Staff members may also want to look at different ventures and decide to leave the studio, even in the middle of a production. They may want to leave for a number of reasons such as pay, moral issues with the company, unhappy in the workplace, online toxicity among other things. Once again, this will have an effect on production as all staff are just wheels in the machine and if one wheel falls off, the machine operates slower.

Finally there is maternity / paternity leave. This will have a temporary impact on the development of the product meaning there will be slower production and less staff to produce the product.

With a bit of planning, there may be ways to prevent these situations from affecting the production such as setting aside a small budget pot for allowing these situations to happen and hiring new staff to accommodate the temporary or permanent losses.

Marketing / Events

Marketing and Events are opportunities for developers to go out and market their game to an audience. Events such as EGX, E3 and Gamescom usually have big booth set ups and people will need to buy access passes to get in to these events.

Hosting these events comes at a cost however, this can have an impact on the production of a product and can slow it down if people are out of office promoting the game. Furthermore, there are normally assets that need to be created in order to promote meaning there is more work to do for the staff.

Preventative measures for this would include taking the time to plan for events at the beginning of the project and hiring new staff to support with marketing and promotion to ease the pressure on developers.

Finance

Finance is a heavy subject as this what the project revolves around. If a studio starts running low on funds they may be unable to pay staff or for business costs, there will be loss of developments, some projects even get shelved and features may need to get cut.

Finance plans should be made at the start of the project to ensure that the project is financially viable. Finance should be carefully monitored throughout the development to ensure that the expect costs meets the actual costs and risks should be flagged and plans should be made to avoid severe impacts such as bankruptcy.

Deadlines / Milestones

Milestones exist to help the team work in the right direction when it comes to developing a product. The main milestones are as follows:

  • GDD
  • Technical Review
  • Engine Proof
  • Playable
  • Interim Checkpoint
  • Alpha
  • Interim Checkpoint
  • Beta
  • Golden Master

Each milestone will have a specific date it needs to be completed by, this can cause an immense amount of pressure for the staff and may need to work overtime to get the deadline met. This is known in the industry as crunch. If the studio is working under a publisher who is funding the project. The funds may not be released until a certain milestone gets hit, meaning staff do not get paid for their hard work until its hit so not only does it have a negative impact on the health of the company, but it also has a negative impact on peoples livelihoods and their mental health.

Cash Flow

Revenue – Revenue is the income generated from normal business operations and includes discounts and deductions for returned merchandise. It is the top line or gross income figure which costs are subtracted to determine net income.

Profit – Profit describes the finance benefit realized when revenue generated from a business activity that exceeds the expenses, costs and taxes involved in sustaining the activity in question. Any profit that is made is funneled back to the business owner who can choose to pocket the cash or reinvest it back into the business. Profit is calculated as total revenue minus total expenses.

Revenue Share

  • Platform
    • Typically but not always: 30% of the sale – 70% to the developer and publisher.
  • Publisher
    • percentage share agreed at pitching stage.
    • Larger amounts of investment lead to larger shares of the product sales.
    • Smaller amounts of investment lead to smaller shares of the product sales.
    • Publishers tend to take between 30% – 50% commonly but as stated this will vary depending on the relationshit between the Publisher and Developer.
  • Developer
    • Remaining profits from sales will go into the company.
    • This will pay for staff salaries.
    • Future proof the company to help pay salaries of future development and business costs such as equipment or digital assets.
    • Company owners will pay themselves dividends.
      • A dividend is a payment made by a corporation to its shareholders usually as a distribution of profits. When a corporation earns a profit or surplus, the corporation is able to re-invest the profit in the business (called retained earnings) and pay a proportion of the profit as a dividend to shareholders.

Working With The Publisher

  • Investment for financial support
    • Help startup companies
    • Help with funding to give you the time to produce your product (Time = Money)
    • Help for you to buy things you need (Audio, Equipment, event costs etc…)
    • Help for you to hire additional staff to help you complete the project.
  • Working with a known / established Brand
    • Greater Visibility
    • Social media following
    • marketing support
    • support / promotion at events
    • Existing client base.
  • Development Support
    • QA Support
    • Support publishing onto other platforms to reach a greater audience
    • Support for areas your expertise is lacking in.

Working With The Platform

  • Platform to release on and brand to work with.
    • Without a platform you can not release your product
    • More platforms you release on the greater the potential sales you have due to a larger audience.
    • Different platforms have different target audiences.
  • Existing Audience to Sell To
    • Each platform comes with their own existing audience looking to buy new products.
    • Each platform has their own target audience.
  • Marketing on Storefronts
    • Featured pages
    • Promotional game pages
    • New games promotions
    • Sale promotions
    • New pages
    • Bundles
    • Exclusive games
    • Promotional videos
    • Company social media
  • Age Rating Support
    • Some publishers will offer support with achieving an age rating for the game (PEGI, ESRB etc..)
    • Save you time and money.
  • Product Quality Support
    • Certification is a process of getting your game approved to be released on the platform.
    • Staff employed as testers provide support for you to run tests to ensure it meets the platforms standards and then they also carry out the process of officially testing your game and giving it the approval for it to be sold.
  • Release Support
    • Support with answering questions around release.
    • Support with physical release and production.
    • Support with box art and branding.
    • Online portals with information and processes to order.

Employment and Company Types – 03/12/21

WII 1. Understand job roles, career structures and business models across the games, animation and VFX industries.

When it comes to working in the GAVFX industry, there are many ways to get employed in the industry whether it be by the company or as a freelancer. These are the types of jobs that can be considered when looking at the GAVFX industries:

Full Time

Full Time work typically comes in both permanent and temporary employment. It generally includes working on a company premises for full time hours which is roughly 40-45 hours a week. Full time employees can be on salary or hourly rates. Salary is a guaranteed sum per year whereas hourly rate means your pay may fluctuate dependent on hours worked and OTE. The advantages to full time work is that you have that job security and are working with the same team for a long period of time, building chemistry and understanding everyone’s work flows, this can be a disadvantage when it comes to working for another studio as they may have different processes and workflows.

Part Time

Part Time work typically comes in both permanent and temporary employment. Part time work generally ranges anywhere from 0 hour contracts to 30 hours a week. Part Time contracts allow for flexibility to suit the employee’s needs such as childcare or other commitments, as an example for me it is Education.

Freelance

Freelance work is essentially the art of selling yourself, service and your portfolio to potential employers. You work on your own time and negotiate your pay with the contractor. You can put yourself forward for employment or you can be headhunted but it is probably always best to look for work in particular, especially with bigger studio. The disadvantage to this however is that work may not always be available but on the other hand, time is always available to learn and enhance your skillset.

Self Employed / Sole Trader

Self Employed / Sole Traders differ from Freelance work. It has a more broad approach as opposed to just selling a service, you are selling products as such whether it be assets or completed products in terms of games, films, animations. Just like Freelance, Self Employed / Sole Traders can be hired by studios and then released once the brief is met and the employers are happy, but you are also not tied to one particular hire. The sole trader will need to provide invoices to the employers for the work completed in order to be paid.

Independent Contractors

Independent Contractors are people who have been hired by an employer however are tied to that particular company until their contract has expired or by other means. Independent contractors are good because it means you can find jobs that are in your specialist field and not have to take on work you may not be fully capable of. Just like freelance, you can pick and choose the jobs you want to take on, but when you are in those jobs, you will need to follow the brief given.

Pitching a game – 01/12/21

When it comes to pitching a video game, it relates to how the game is going to be sold to an audience of people. The audience could be a generic audience, it could be a publisher, a financer / consortium who are going to potentially back your product. It is a good idea to use a pitch deck when it comes to pitching your product. A pitch deck is something that contains all the ideas for the game ranging from an elevator pitch to budgets.

Pitch Deck

  • The Elevator Pitch
    • What makes the game interesting?
    • Why is it fit for a publisher?
    • What are the hooks for the video game?
  • Visuals
    • Concept Art
    • Video footage
  • The Ask
    • Ask for what you need
      • Money
      • Software
      • Employee’s
      • Talent
  • The Execution Schedule
    • How long you have been working on the project up until now.
    • How long the product will take to be ready to ship.
  • Team Bios
    • Profiles of people who have worked on product
    • Skills breakdown of people who have worked on product
  • Market Research
    • Projected Price
    • Platforms
    • Estimated number of sales per platform
    • Target Audience
  • Playable Demo
    • Demo reflects the games core gameplay mechanics.

Ideally you want to pitch your product to someone to see if it appeals and what kind of reaction you might get. Pitching to publishers or other financial methods may entice them to invest into your product and allow it to grow. After the pitch, there is normally a meeting between the publishers and/or financial to see if the product is worth investing in before giving any feedback to the pitcher.

It is important when pitching that you pitch with the upmost confidence so that investors can see that you have confidence in yourself and in the product you are pitching. Study has shown that when it comes to presenting, the things that matter the most is body language as that tells investors a lot about the person presenting.

Verbal and Nonverbal Communication in Groups- Chapter 6
55% Body Language, 38% Tone of voice, 7% Words.

Legal and Regulatory Issues – 26/11/21

The GAVFX industry is like treading on ice when it comes to legal and regulatory process’s during the production and release of a product, there are a lot of grey areas that may be entered without the creator knowing it and any of the legal issues that may arise following the release.

An example of some legal issues are:

  • Copyright content – Copyrighted content is content that has been produced by someone else and needs a license or the correct permissions to be used in the product you are making.
  • Intellectual property – IP’s are entities that have been created, trademarked and copyrighted by an individual or company. Typically these are unique creations and can be transferred to different holders via purchase. An example would be Crash Bandicoot. Crash Bandicoot was an IP of Sony and Naughty Dog until it was sold off to Activision. if Activision wanted to make a game using Crash Bandicoot (LOL) without Naughty Dogs permission or owning the IP, they would have been sued by Naughty Dog and Sony for incorrect use of their property and also without permissions.
  • Licensing – Licensing can refer to copyright in the sense that you need permissions from the creator to use that particular piece of media. However, if you need branding, music or to use a likeness from a real world person or location, you may need a license in order to use it. Without a license to use it, you are in breach of copyright and do not have permission to use it. This can also refer to the use of software used to create forms of media, without a proper license to use the software, you can not publish nor make money from anything created in the software. There are some exceptions such as Unity where you don’t need to pay for the software until you’ve earned so much money from the product.
  • GDPR – General Data Protection Regulations refers to the use of collecting and storing a users data. This is a recent thing when it comes to legal and regulatory issues following on from Facebook’s data study by Cambridge Analytica.
  • NDA – NDA’s are non-disclosure agreements. These agreements are signed by people who have seen, heard, took part in and or worked on projects that are of top secret or not ready to be released into the world yet. As an example, I signed an NDA for Galaxy FM and their world cup song in 2010 as I helped record and produce the record. The song itself charted, if I had taken the song and uploaded it on my own accord to social media, I could have had several legal teams chasing me for loss of profits and breaking NDA.

Regulations can relate to a lot of things when it comes to video games, you have the regulations for publishing on certain platforms but the main regulation is for publishing a game altogether. For this games need to be certified by boards such as PEGI and ESRB in order to let the audience know what to expect in the game they are buying. For publishers and game designers, this is also good from their point of view as it helps them determine if they are going to reach their initial target audience.