Breaking The Wheel

Scheduling

Game Planning with Science Part 4, Planning Games with the Central Limit Theorem featured image

Planning Games Using The Central Limit Theorem – Game Planning With Science! Part 4

In Part 4 of “Game Planning With Science”, I’m going to wrap up the statistics primer I started in Part 3. This time, I’ll cover one of the most fascinating aspects of statistics: the Central Limit Theorem. Why does one aspect of statistics deserve its own post? BECAUSE IT’S FRIGGIN’ RAD, THAT’S WHY! Also (and probably more importantly) it allows us to make predictions when planning games, even if we don’t have a lot of data.

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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.

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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.

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