Breaking The Wheel

Art Management

A photo of John Boyd, author of Destruction and Creation

Destruction and Creation: John Boyd’s Analysis and Synthesis Loop

Here’s a question for you: is dog-fighting (the airplane variety, not the literal kind) an art or a science? It’s obviously an art, right? Two pilots, and a wide-open sky – the possibilities for maneuvers and counters are positively endless. Endless, that is, except for this funny thing called “physics”. Far from being limitless, a pilot’s options are severely restricted by his altitude, speed, weapon load, and aerodynamic characteristics. The man the world has to thank for codifying this realization is one of history’s great iconoclasts: United States Air Force pilot John Boyd. But Boyd’s gifts to the universe were not limited to the military, and one of his last major labors before he died was a paper and presentation he called “Analysis and Synthesis” or, alternatively, “Destruction and Creation.”

Read More »
A picture of a scientist, because kanban is scientific!

Kanban: The Counter-Intuitive Value Of Pull-Based Production – Game Planning With Science! Part 11

The word “kanban” sometimes comes up in software and game development circles. But, when it does, it’s usually within the context of agile and scrum. And the interpretation of the term usually begins and ends with “It’s like scrum, but without sprints.” This is a massive oversimplification. You see, when I was a freshly minted scrum master, I often told folks that I was all about scrum, but I would happily kick it to the curb as soon as I found a better framework. Kanban is that framework.

Read More »
A bunch of scientists. Featured image for a post on lean development

Lean Development for Games – Game Planning With Science! Part 9

1947. Japan, still reeling from the Second World War, lies in economic ruin. And a little company called Toyota finds itself in a highly undesirable strategic position. It’s headquartered in a nation in tatters, and competing with companies in the world’s newest economic super-power: ‘Merca. How could it possible compete against companies with such amazing access to capital, resources and cash-rich customers? Well, necessity, as they say, is the mother of invention. And the necessities of Toyota’s strategic realities gave birth to one of the most remarkable feats of management ever achieved: the Toyota Production System. Or, more generically, “lean” development.

Read More »
Sunk-Costs and Ugly Babies: On The Value of The Scientific Method – Game Planning With Science! Part 8 Featured Image

Sunk-Costs and Ugly Babies: On The Value of The Scientific Method – Game Planning With Science! Part 8

It struck me one day that “Game Planing With Science” has a glaring omission: the value of scrapping a plan. The goal of “Game Planning With Science” is to forecast, not predict. It’s to estimate and understand, but not to codify. You can’t codify the creative process, or the future for that matter. Just as important is the fact that life doesn’t care about your plans. Reality is going to be what it’s going to be. You can’t change reality to fit your plan, so modifying your plan to fit reality is the only path forward. As Dwight Eisenhower, one of the most immensely quotable people ever, once said, “Plans are useless, but planning is everything.”

Read More »
Scheduling Video Games Scientifically featured image

Scheduling Video Games Scientifically! – Game Planning With Science! Part 7

This post is a bit of a capstone. It utilizes all of the tools to make video games scientifically that I covered in the Parts 1-6 of “Game Planning With Science”. Make sure you’ve reviewed those weighty tomes before digging in here. In this post, I’m going to walk you through how to utilize capacity charts, story points, user stories, variance, and the central limit theorem to forecast development time lines.

Read More »
Character Art Pipeline Capacity Charts featured image of a scientist with test tubes

Character Art Pipeline Capacity Charts – Game Planning With Science! Part 2

In Part 1 of Game Planning With Science, I covered the fundamentals of operations management: critical paths, bottlenecks, and Little’s Law. If you haven’t read Part 1 yet, I suggest you do. Unless you’re familiar with the equations behind those concepts, Part 2 will be a little tricky to follow. But if you’re up to speed, read on. In Part 2, I’m going to walk you through how to assemble a capacity chart. You can use capacity charts to optimize your character art pipelines and add resources where they will do the most good.

Read More »
Video Game Art Pipelines featured image: a scientist

Video Game Art Pipelines – Game Planning With Science! Part 1

The fundamental tools of operations science (also called decision science) were designed with factories and warehouses in mind. But they are easily applicable to video game art asset pipelines. In this post, I’ll walk you through the basics of how operation science looks at pipelines, called “process flows” in operations speak.

Read More »