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Meeting Report

 

Alex Seropian Gives Post Mortem of Stubbs the Zombie

November  2005

 

After guests arrived and signed up to win a few lightsabers courtesy of Virtual Partners Training Center, Carrie Gale introduced Alex Seropian.

Seropian is the founder and president of Wideload Games, Inc. He left Seattle after selling Bungie to Microsoft and creating Halo, coming right back home to Chicago. He talked about the guiding principles for Wideload and about the unique team management and development model used by the team. The post mortem is more about the way the company worked than anything else, and it made for a good presentation.

He talked about how Wideload was founded to create and develop original games. While everyone else is doing one thing, he wanted to take Wideload in a different direction entirely. To help, he came up with the Wideload Commandments:

·         Thou Shalt Establish Creative Direction

·         Thou Shalt Own Thine Own IP

·         Be Nobody’s Beeotch

·         Keep Overhead Low

He elaborated by talking about how the Wideload brand should mean something to fans and be independent. It’s a lot easier to be original when you don’t need to worry about appeasing a completely different party, especially if that party owns the copyright and trademarks over your head. Wideload was going to be able to dictate its own success, create its own value, and try to make deals with partners that have the same goals. Alex also mentioned how there shouldn’t be a sharp ramp up and down between projects. Even though costs and requirements are increasing, it was possible to limit costs by keeping the team small in the first place. He touched upon Brooks’ Law and noted that with the smaller team, communication was faster and there was reduced overhead. Talent was hired as needed instead of paying for a huge team that would be ultimately underutilized.

What Went Right

Alex noted that the ease of communication helped to foster a truly creative environment. People weren’t worried about saying the wrong thing in front of management, and so any idea could be acted upon and developed by anyone within earshot. Some of the zanier ideas made it into the game.

They had the ability to say no to bad deals and didn’t have to live hand to mouth. Mutually beneficial deals were easier to get than they might have been for another developer.

The cost structure helped mitigate costs, even though they ran four months behind schedule. They paid for the assets they needed instead of paying the salary of an artist, for example.

They contracted out work, and they scaled up and down as needed. They weren’t stuck with employees that could negatively impact an otherwise massive team.

They made use of local talent. Quite frankly, Chicago rules when it comes to game development.

Wideload also leveraged the Internet to get shorter iteration cycles, which led to more iteration cycles, which led to improvements that wouldn’t otherwise be possible. The real time communication and concepting forums helped keep everyone on the same page, even with the contractors.

What Went Wrong

Unfortunately, the proprietary engine they used (Halo) didn’t have a lot of documentation. There was the question of it being worth the effort of training a contractor who will only be on the project for a few weeks.

While the contractors were great at keeping costs low, Alex found that hiring was difficult since there weren’t many reference assets and tests available. There wasn’t a single producer, and someone needed to manage the art direction and contractors. This task fell to the internal staff, which took them away from the actual work they might have otherwise been doing. The resulting feedback delays lengthened iteration cycles.

Crunch mode still occurred, and the contractors were not going to crunch for the internal team.

Conclusion

In the end, the “Grand Experiment” was a success. Stubbs the Zombie shipped and Wideload is still around to make another game. By keeping control of the creative direction of the company, the size of the team, and the budget, Wideload was able to create a funny, original title with few major obstacles. With major figures in the game industry warning us about the rising costs of game development, perhaps Wideload’s development model might inspire others.

This month’s chapter meeting report was kindly provided by Gianfranco Berardi, a regular poster in the IGDA Chicago forum.

 

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ABOUT ALEX SEROPIAN:

Alexander Seropian is the founder and president of Wideload Games, Inc.  At Wideload, Alex has crafted a new kind of game developer that utilizes an external development model similar to film production.  Alex began his career as the founder and CEO of Bungie Software.  Alex grew Bungie to become a leading independent developer of video games and member of the Inc 500.  Under his guidance, Bungie created some of the most celebrated game franchises in the industry, including Marathon, Myth, Oni, and Halo.  In 2000, Alex negotiated the merger of Bungie and Microsoft, moved west and launched Halo for the Xbox.  Halo is the best selling and foremost franchise title for the Xbox, having shipped over ten million units.  Halo is the recipient of the 2002 AIAS console game of the year award.

 

SPONSOR:

Our sponsor for this month’s meeting is James Murphy at Virtual Partners Training Center

Get Up to Speed Fast!  As Autodesk Media and Entertainments original dealership & training center we offer not only the best creative tools, but also the ability to master those tools in less time. Contact us to enroll in one of Virtual Partner’s many training classes, so you can perfect your skills, be confident in your job, and create award-winning work.  www.virtualpartners.com/

 

For questions, comments or suggestions about the Chicago chapter of the IGDA, please contact Carrie Fowler.