Friday, October 21, 2011

Where is the problem?


I was reading a book from Leo Buscaglia and I came across a saying which made me thinking where the problem is?

When a problem arises, we expect a solution from the person responsible. Sometimes, that person is us. Now, based on the problem, we may spend a while to come up with a solution; we may even find ourselves wasting a long period of time struggling to find a solution, and then suddenly another problem appears. At this point we feel the problem is that we cannot find a solution for the original problem. Now we panic even more so. But one thing that we failed to notice is that the problem is not about being unable to find a solution, rather it is because we have not completely understood the original problem in the first place.

You know when your girlfriend or your wife gets really upset at you and no matter what you do, just gets her even more disappointed. That is because 1. You do not know what you did, and 2. You do not know her enough in order to do the right thing to make her be happy again. It surprises you how many times I have seen people trying to propose a solution for a problem without completely comprehending the question. Most likely the solution won’t work without researching and gathering enough information about the problem. I tell you that right now, knowing everything about the problem is almost as finding the solution.

Most of the time in projects, we encounter with problems that have such simple solution if we know the source of them. We as human beings are creative and knowledgeable enough to come up with solutions as long as we do our homework; and that is, getting to the root of the problem. If we truly spend time to observe and study the problem from every possible angle, no problem would be left unsolved.  

Sunday, September 18, 2011

Task Prioritization-On the Board


Initiated by constant guidance of Patrick Kelly during pre-production phase of Final Project, the following model was created that was improved through production phase. This model illustrates how Internal Producers could inform every team member about their tasks. This model includes six lists.  


In progress list, and next task list are the primary level of lists that are needed to be on the board at all times. Below you can see the quick version of those three lists:



Intiated by constant guidance of Patrick Kelly during pre-production phase of Final Project, the following model was created that was improved through production phase. This model illustrates how Internal Producers could inform every team member about their tasks. This model includes six lists.  


In progress list, and next task list are the primary level of lists that are needed to be on the board at all times. Below you can see the quick version of those three lists:


Based on the icons, A’s current task is in progress and he can simply move on to his next not-done task with no problem after he is done with his current task.  S’s current task is in progress as well however, his next task is blocked. Even though this is the information any IP has access on Hansoft to and should be aware of, the blocked icon on S’s next task alerts the IP that arrangements must be made in order to remove the blockage before S finishes his current task. And lastly, M is almost done with her very high priority task but unfortunately she is blocked and cannot finalize it  (due to many possible reasons such as, the needed file being checked out by someone else, or the finalized assets are not done); at this point she can proceed to her high priority task. Once she is done with her high priority task, hopefully the IP has made the required arrangements to remove those blockages and M can finalize her very high priority task.


The secondary level of lists is GP staff feedback/bugs list, and art queue list which could be additions to the primary level lists. Below you can see the quick version of those three lists:



The feedback/bugs list assists team members to have their eyes on required improvements for the game. The art queue list is mainly created for the small adjustment of art assets which are mainly requested by programmers. However, distracting artists by constant art assets request impede their work flow. Therefore, this list requires programmers to write their needed assets on the board without disturbing artists. For both lists, you can simply erase any item that is completed. 


Not In Game list and Stats are the tertiary level of lists. Below you can see the quick version of those three lists:


Not In Game list is typically comes in handy during the last week of each sprint. This list includes every single feature that is listed on MSA yet is not in game. This list alerts team members about the amount of tasks/features that are required to be done before the sprint ends. Stats are simply the number of “not done” and “completed” tasks. Also in the stats, you can find the number of remaining days of each sprint. For each feature, there are two parts to be completed. One is the asset and the other is the integration of that asset into the game.  


This icon represents that what is left of a feature is the integration portion.    






This icon represent that the code portion of a feature is done yet the finalized art asset is yet to be made. 




And finally, this icon indicates that both asset and code for a feature has not been done yet.





Sunday, September 4, 2011

Under-Standing

Leo Buscaglia in his book of "Born for Love" says: 


When I noticed the literal meaning of the word "understanding", I was amazed. This words states standing and watching something from the beneath. The word indicates that in order to understand something, you need to observe it from bottom to top. 


In order to truly understand another human being, we need to understand ourselves first. For understanding another person, we need to observe one from the bottom (the appearance) to the top (the conscience). Also, picturing yourself as the smaller one, eliminates ego and opens mind. Real understanding only occurs when one stops justifying oneself, and starts appreciating another. One only has the right to look at another from top, is when when one needs help to stand. 


The same rule applies when facing a problem. In order to form a solution for a problem, we need to study everything single bit of information about that problem. When it occurred, why it occurred, who/what it affected, etc. By learning more about the problem, we slowly guide our focus toward the top which is the causing root of the problem. Once we reached to the root, it is time to provide solutions; it is the time to solve the problem.


Never approach a problem without enough information about it; never attempt to fix a problem without knowing what truly causes it; never suit yourself with little; never set your expectations low; never stop, until your expectations are met.


Thursday, August 25, 2011

Every problem has a solution

One the problems that we encountered during the first month of production of ROTFN, was constant requests of assets from artists by our programmers. Our level designer was constantly distracted due to different requests for assets and as the result, he could not focus on his own tasks. In order to solve this issue, we proposed two solutions. One was that, we took 15min to sit down with every single programmer and created a list of all their needed assets based on their tasks. This way, we could prioritize the tasks in such a way that nobody was blocked after that. The second solution was for minor assets. Since we always had board in our work area (i.e. classrooms) we asked all the programmers to come up to the board and list all the minor required assets (or the ones they forgot to mention before) on there instead of disturbing the artist at will. By applying those two solutions, we witnessed major improvement in our workflow and productivity of artists and programmers. 


I'd like to refer to the following video of Steve Johnson's book about innovative ideas:
http://www.youtube.com/watch?v=NugRZGDbPFU&feature=related

Tuesday, August 9, 2011

What if I'm wrong?

How often do I get it right? How often do I overlook my actions or statements? How often do I try to justify my behavior? 


Throughout 25 years of my life, I have seen many wrong actions; I have made many wrong statements; I have experienced many incorrect paths. But what justifies what's right and what's wrong? To what extent do I tend to defend what I have done? What is the actual criterion for defining what's right? 


Let's say I have tried a method which has given me the result I was looking for in a project; does that mean I have chosen the the right method? or even deeper than that: does that mean the result I was looking for is the right result? 


What I have learned is that in any action I take, there are many variuables which justify the validity of that action. and unfortuantely, there are unlimited prespectives that could question the authenticity of those variables. The issue has become so complex in my mind that I have decided to follow what others do. I will act based on the situation and attempt to do my best. Yes, this sounds like a very straight forward answer and you might ask yourself why did I even bring up such a matter in the first place? Well, to answer that I should say let's not forget that if I do not question myself based on all those variables mentioned above, how can I say that I did my BEST? 


Therefore, I believe one's mind should be always open to all the possibilities in order to produce a more accurate outcome. One must always oversee the problem from a higher stand point to better understand the existing issues and future consequences before taking any action. 


I would like to reference a speech pertaining to how wrong we are as human beings about every action we have taken throughout history as well as our daily lives:

http://www.youtube.com/watch?v=E8V8rtdXnLA

Wednesday, July 27, 2011

Designing Outside of the Box by Gamification

Jesse Schell did a talk in Dice 2010 where he talked about unexpected phenomenal of game development opportunities such as Facebook. He used an example of Farmville which has more players than number of twitter accounts. Using of virtual money has expanded social gaming to the extent that players tend to upgrade their own character or their own virtual world by spending hundreds of dollars to feel better. We can see that for many people who are social network savvy, virtual friends have become like real friends or even better. There is a lot of psychological tricks involved with social games in order to making players spend money. 

He also pointed out an interesting though that the virtual-technology-fad during the past 20 years has made us demanding the real world even more so. Creating many reality shows on TV, promoting organic products groceries stores, and even the movie Avatar which in core is about how can we use technology to penetrate back into the reality are examples of that. It seems that there is demand in for authenticity.

He later concluded with his original point in regards to Gamification and designing outside of the box by introducing inspiring ways to Gamify everything. From class curriculum (leveling up rather than gaining grades), to every daily life activity such as shopping (gaining points upon purchases), transportation (using public transportation in peak hours to gain more points), hanging out with friends, and watching TV; Even integrating point system to brushing your teeth every night. 

In my opinion, in order to effectively integrate Gamification and point system with daily life's activities, game designers should be involved; All they have to do is doing the best they always do when they create a video game.

Solving World's Problems with Video Games

Jane McGonigal talk about gaming can make a better world was about solving worlds problem by playing games for 21 billion hrs a day. She presented of an immersed face of a gamer caught on camera right before an epic win and referred it as the real face. In order to solve the world's problems we need that kind of impression. The World of Warcraft provides this virtual world that everything is achievable if you try hard enough. According to her, WOW players have spent 5.93  million years of gameplay on this game. This is equal to the time of human's evolution; Is there something that gamers are learning in games? They seem to be pretty good at it. Based on her talk, interestingly playing MMOs or Social games have evolved us into more collaborative species. So she believes if we can figure out what players learn and how they solve problems while playing video games, we can propose solutions for real world's problems such as world hunger, global warming, oil, etc.


Later she continues saying that WOW has made its players to believe that they can solve the virtual world's problems; but what about the real world? how can we turn the real world into games so people as player can solve the problems? We're using games to get away with dissatisfying real world's problems so let's use the idea of games which encourages us to employing our current experiences, solve problems in order to make the future a better place .




In my opinion, Many problems are solved within video games' virtual scope but what if resemblances of real world's problems could be introduced and implemented in games in order to create an opportunity to have everyone involved in problem-solving and decision-making process which later, it could inspire people first and then alert the authorities. After all, a problem is never fixed until it is eliminated from the root and that is why creating a culture of problem solving among the people is more effective rather than assigning authorities to solve issues.