http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Design%20Track/Russell_Benson_The_Last_10.pptx
naughty dog的资深designer带来,这哥们之前在《荣誉勋章》系列,<StarTreck:EliteForce2>干过,并参与了神秘海域系列的3个作品。
嗯,这个文章属于比较偏向design或者说项目管理的文章,内容相对不像技术文章那样充满了细节和那么客观,所以这里我就也列一些我的看法:
- russel提到说最后的%10会消耗%90的工作,这个肯定是夸张了,不过这个趋势我比较赞同,我觉得运气不好的话,%50左右差不多,运气好的话则是比较少。
- polish阶段需要尽量避免加新的东西,该收敛的时候要收敛,把该做好的东西做到production品质就好。
- 提到一些schedule的东西,这个看看就行了,每个团队的实力风格不同,这个东西参考价值很低
- 下面记一下,其实没有太多好说的:
- 迭代
- 肯定是迭代速度越快越好了
- 交流要清晰直接,减少中间传话的事情
- 到后期的提交和改变就很谨慎了,需要项目主管负责人的同意才行
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