Game Survival Test
This test was developed by Erik Bethke, and appears in his book
Game Development and Production, and is meant to be taken
at intervals before, during, and after the project to evaluate
the state of the game and its chance of success.
It's a little skewed/biased when dealing with small teams, assuming that a small enough
team can coordinate well enough to overcome most issued, but is an interesting
exercise.
Have each member of the team complete this survey individually,
then go through your results as a group, and for each question
take the lowest score chosen by any of the team members.
For the project, answer each of the following questions with a value 1-3
- 1 means No
- 2 means Partially/maybe/sometimes
- 3 means Yes
Game requirements
- Is there a clear, unambiguous vision statement for the game?
- Do all team members believe that this vision is realistic?
- Does the project have a reasonable expectiation of being profitable
for both the publisher and the developer?
- Has the core gameplay and user interface of the game been fleshed
out so that everyone clearly understands what the game is
and why it is fun?
- Do the team members think the game will be fun?
Planning
- Does the game have a detailed, written game design document?
- Does the game have a detailed, written technical design document?
- Does the game have a detailed, written art production plan?
- Do you have a detailed, integrated project schedule that lists
all of the tasks that need to be performed, and have the dependencies
between the various team members been indicated?
- Does your project schedule include tasks like
- press tours?
- E3?
- The Game Developers Conference?
- Installer?
- Auto-patcher?
- Submission to hardware manufacturer approval?
- Were the schedule and the budget for the game officially updated
and discusssed between the publisher and the developer at the end of the
latest milestone, even if to say "Yes, everything is on track"?
- Are the features of the game tagged with core, secondary, and tertiary
levels of priority to facilitate feature trimming if necessary to
maintain the schedule?
- Does the game have a written quality assurance plan that includes
beta-testers, in-house testing, and automated test suites?
- Does the game have a detailed milestone plan that clearly describes
what will be delivered and reviewed at each milestone?
- Does the schedule allow enough time for balance, tuning, and
tweaking of features to ensure that it is fun?
- Does the schedule account for sick days, holidays, vacation time,
and ensure that developers are tasked at less than 100% and that
leads are tasked at less than 75%?
- Have all team members signed off on the
the game design, technical design, art production plan, and QA plan?
Project control
- Does the game have a single executive who has full authority, responsibility,
and accountability for the success of this game and who fully and enthusiastically
embraces those attributes?
- Does the project leader's workload give them adequate time to perform
at the highest level of project management?
- Have the milestones been laid out with clear, measurable deliverables
that can easily be quantified as done or not done?
- Are the milestones being delivered to the publisher in such a manner as to
make it easy for them to review the milestones and measure the progress of
the project for themselves?
- Do the developers have access to an anonymous communication channel where they
can report problems without fear?
- Does the game project plan have a written plan for controlling feature creep in the game?
- Does the game project have a clearly defined method that team leads, such as art
and technical directors, will use to review changes?
- Are all of the game design, technical design, schedule, art production,
QA, and all other planning materials easily accessible to all development
team members, and are the team members encouraged to read them?
- Is all source code under version control software?
- Are all of the binary assets, such as textures, models, music files, and
sound effects also stored under version control software?
- Do all of the team members have the tools to do the job,
such as workstations, development kits, bug tracking software, scheduling
software, etc?
Risk management
- Does the game project have a written risks document with possible solutions?
- Is this risks document updated at the completion of every milestone?
- Does the game project have a risks officer who is encouraged to scout
ahead for risks on the project?
- If the project is using subcontractors, is there a written plan for how
to manage them, including ensuring that each subcontractor is the responsibility
of a designated development team member?
Personnel
- Does the game development team have all of the expertise needed to complete the game?
- Does the development team have a management team that is experienced with managing
game development, freeing the developers to concentrate on developing rather than
worrying about the state of the project?
- Does the game have a lead programmer who is capable of leading the team to
the creation of an excellent game?
- Are there enough developers to do all the work?
- Do all of the development team members get along with each other?
- Is each team member committed to staying with the game until it
successfully ships?
Total up your answers, and if your team has 1-8 members
mulitply the total by 1.5, if your team has 9-18 members
multiply by 1.2.
- Score 102+: excellent
- Score 91-101: very solid, likely to complete successfully with minor cost/budget overruns
- Score 68-90: above average, but still in line for some challenges
- Score 45-67: roughly normal for the industry, expect delays and budget overruns
- Score 0-45: high risk of cancellation, but at least that saves the industry from
one more lousy game