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TRAVIS GEORGE SENIOR PRODUCER ABOUT ME TRAVIS GEORGE SR. PRODUCER - PowerPoint PPT Presentation

TRAVIS GEORGE SENIOR PRODUCER ABOUT ME TRAVIS GEORGE SR. PRODUCER AT RIOT GAMES PRODUCT OWNER OF LEAGUE OF LEGENDS ARMORED BEAR ABOUT RIOT GAMES 500+ OFFICES IN FOUNDED SANTA MONICA, SEPT . 2006 EMPLOYEES ST. LOUIS, DUBLIN,


  1. TRAVIS GEORGE SENIOR PRODUCER

  2. ABOUT ME – TRAVIS GEORGE SR. PRODUCER AT RIOT GAMES PRODUCT OWNER OF LEAGUE OF LEGENDS ARMORED BEAR

  3. ABOUT RIOT GAMES 500+ OFFICES IN FOUNDED SANTA MONICA, SEPT . 2006 EMPLOYEES ST. LOUIS, DUBLIN, SEOUL

  4. OUR MISSION TO BE THE MOST PLAYER-FOCUSED GAME COMPANY IN THE WORLD.

  5. LEAGUE OF LEGENDS: INTRO

  6. LEAGUE OF LEGENDS: INTRO

  7. WHAT IS DOMINION? FIRST MAJOR NEW GAME MODE IN MOBA GENRE FAST -PACED, CAPTURE AND HOLD, TACTICAL ADDITION TO LEAGUE OF LEGENDS

  8. WHAT IS DOMINION?

  9. PREP

  10. EARLY DESIGN

  11. EARLY DESIGN

  12. WHY A NEW MODE? GIVE PLAYERS MORE VALUE BY EXPANDING GAMEPLAY EVOLVE THE MOBA GENRE REMOVE CONSTRAINTS ON EXPLORATION

  13. LESSONS LEARNED THE MAGMA CHAMBER LESSON Maximize player value

  14. TEAM

  15. SEB – CAN YOU PLEASE FIND AN IMAGE OF RIOTERS PLAYING THE GAME INTENSELY? NOT SURE IF WE HAVE ONE, BUT IF WE HAVE SOMETHING THAT WOULD DEPICT THIS, WE SHOULD HAVE IT SPLASHED ACROSS THE FULL SLIDE. THE RIOT TEAM IS EXTREMELY PASSIONATE ABOUT LEAGUE OF LEGENDS

  16. SERIOUSLY. PLAYING LOL IN THE OFFICE IS HIGHLY ENCOURAGED… 1 0+ full-fledged Beginner and Playing with internal “playtest” mid-level community teams, complete training sessions in-game and with second string on streams and alternates

  17. BUILDING CONSENSUS BETWEEN TEAM OF EXPERIENCE AND GAME AT EVERY LEVEL

  18. = RESULTS

  19. TEAM EMPOWERMENT APTITUDE, PASSION, AND LEADERSHIP QUALITIES ARE AS IMPORTANT AS EXPERIENCE EMPOWERED TEAMS

  20. SO HOW CAN YOU GET THEM TO ALL STAND BEHIND THE SAME IDEA?

  21. PROFILE OF A DOMINION TEAM MEMBER Rule-breakers who smash barriers Unconventional problem solvers Collaborative, but challenging thinkers

  22. LESSONS LEARNED THE MAGMA CHAMBER LESSON Maximize player value THE OWNERSHIP LESSON Empowerment leads to ownership, which leads to results

  23. PRODUCTION

  24. PRODUCTION GOALS DEVELOP WITHOUT DISRUPTING EXISTING 1 DELIVERY CYCLE PREP TEAMS FOR FUNDAMENTALLY DIFFERENT 2 DEVELOPMENT PIPELINE OVERCOME LACK OF TOOLS & PRECEDENCE 3

  25. PRODUCTION GOALS DEVELOP WITHOUT DISRUPTING EXISTING 1 DELIVERY CYCLE PREP TEAMS FOR FUNDAMENTALLY DIFFERENT 2 DEVELOPMENT PIPELINE OVERCOME LACK OF TOOLS & PRECEDENCE 3

  26. SHIFTS IN PRODUCTION FOCUS EXISTING RAPID CONTENT RELEASE CYCLE

  27. SHIFTS IN PRODUCTION FOCUS EXISTING NEW RAPID DOMINION CONTENT PRODUCTION RELEASE CYCLE CYCLE

  28. SHIFTS IN PRODUCTION FOCUS EXISTING NEW RAPID DOMINION CONTENT PRODUCTION RELEASE CYCLE CYCLE

  29. WHY?

  30. BASS-ACKWARDS

  31. BASS-ACKWARDS

  32. BASS-ACKWARDS

  33. BASS-ACKWARDS

  34. DESIGN ITERATIONS

  35. PROJECT OPPORTUNITY TO SHARPEN GRAPHICAL FIDELITY OF LEAGUE OF LEGENDS

  36. PROJECT OPPORTUNITY TO PROVIDE THE BY COMBINING EFFORTS CAN WE COMBINE DEVELOPMENT? PROJECT

  37. PROJECT OPPORTUNITY TO PROVIDE THE BY COMBINING EFFORTS CAN WE COMBINE DEVELOPMENT? PROJECT

  38. PROJECT TWO PROJECTS MERGED MID- DEVELOPMENT… PROJECT SHINY: DOMINION: DELIVER NEW VISUAL CONTENT PROVIDE NEW GAMEPLAY

  39. PROJECT TWO PROJECTS MERGED MID- DEVELOPMENT… PROJECT SHINY: DOMINION: DELIVER NEW VISUAL CONTENT PROVIDE NEW GAMEPLAY …AND IT WORKED FOR A WHILE…

  40. PROJECT TWO PROJECTS MERGED MID- DEVELOPMENT… PROJECT SHINY: DOMINION: Was working on Summoner’s Rift Rapid iteration • • • Needed locked down Dominion map • Many unknowns

  41. PROJECT

  42. LESSONS LEARNED THE MAGMA CHAMBER LESSON Maximize player value THE OWNERSHIP LESSON Empowerment leads to ownership, which leads to results THE DUAL PIPELINE/ITERATION LESSON Don’t let process limit you THE SHINY LESSON Recognize misaligned goals & values, own up to mistakes and move forward

  43. LAUNCH

  44. HOLISTIC APPROACH TO EXPERIENCE WEBSITE MESSAGING GAME COMBINE

  45. HOLISTIC APPROACH TO EXPERIENCE WEBSITE MESSAGING GAME

  46. HOLISTIC APPROACH TO EXPERIENCE WEBSITE MESSAGING GAME …so we don’t throw it over the wall

  47. MISTAKES OF SCOPE A SNAG IN EVEN THE BEST LAID PLANS Dealing with Riot-sized growth A matter of 20 minutes… “No go” Platform and Operations as essential launch groups

  48. BETA TESTING No appropriate beta servers available… PTR environment only held 30 people PBE environment still in development Live beta the best option

  49. BETA LAUNCH DAY 6:00 AM

  50. BETA LAUNCH DAY 6:00 PM

  51. DOMINION PROJECT SUMMARY NUMBER OF CRAZY IDEAS WE DIDN’T SHIP: Countless TOTAL PROJECT LENGTH: 12 Months Total; 9 Months Development TEAM SIZE: Initial – 7; Collective – About 40 RELEASE TIMELINE: Simultaneous NA / EU – End of September, 2011 Globally – Q4 2011 PLAYER REACTION: Thumbs up

  52. SUMMARY: LESSONS LEARNED THE MAGMA CHAMBER LESSON Maximize player value THE OWNERSHIP LESSON Empowerment leads to ownership, which leads to results THE DUAL PIPELINE/ITERATION LESSON Don’t let process limit you THE SHINY LESSON Recognize misaligned goals & values, own up to mistakes and move forward THE LAUNCH LESSON The key is taking a holistic approach to the product

  53. TRAVIS GEORGE SENIOR PRODUCER tgeorge @ riotgames.com @ ts_george www.riotgames.com/careers (We’re also in the Career Pavilion at booth #CP1813 )

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