Forza Franchise - From Audio Vision Through Scrum Process and Bug Triage

In 2002, Greg Shaw joined Microsoft's Turn 10 Studiostime they got to building Forza 3, they were making the
as Audio Director and Business Production Processscrum process work even better. They established an
Manager for a new IP (intellectual property)initial deadline of three months to build the first 30
code-named "Forza." Greg already had six years ofminutes of game play. They started with different
audio design under his belt as Production Assistant fordisciplines working together with a general
Opcode Systems, Inc., Sound Designer for Adrenalineunderstanding of where the game was going, what
Interactive, and Audio/Video Manager and Soundthe visual style would look like, what was the planned
Designer for Crystal Dynamics where he created,audio style, and how the audio would be supported by
designed, and implemented sound for interactive videoart. In the first three months, they identified the
games.questions that needed to be addressed, the man-hours
When Greg began developing what was to becomeneeded to keep it on track, and the criteria by which
the Forza Motorsport franchise, it was pretty hushthey would judge the sound quality.
hush inside Microsoft Game Studios and peopleWith the initial vision in place, Greg led the Audio
outside of Microsoft did not know anything about it.Program Design through a series of milestone
Inspired by Gran Turismo, a game on the Sony Playbuy-offs. Basically, he established deliverable chunks
Station, Microsoft was still looking for its own voice.and oversaw contractors who were paid on delivery
Greg not only established the "vision" for the audio forof completed pieces (chunks) rather than by the time
Forza Motorsport, but he also played a key role inthey spent working. Starting with the end goal, they
establishing the "vision" for Turn 10 Studios-the studioworked backwards and broke the time into delivery
that produced the Forza franchise.points. For the audio, Greg was the person who sets
As the audio lead and director, Greg built andand "buys off" on the deliverables-that could be a car
maintained innovation in the audio space as well asrecording, a rough skeleton of a song, or audio
defined the next generation quality bar for the Forzafeatures and code for those features. For example,
franchise and the racing game genre. From theForza Motorsport 3 had over 400 in-game cars, more
beginning, he reverse engineered the sound of cars,than 50 ribbons (a subset of an environment such as a
evaluated the audio quality of the competition,racetrack), several hours of custom created music,
developed an aesthetic bar, and deliveredseveral hours of licensed global car sounds such as
communication through prototypes.collisions and tire traction sound, and the list goes on.
Greg managed a staff of internal and externalThrough the entire design and production process,
contractors and secured the audio resources requiredGreg provided the oversight and the "audio vision" to
for product development. Building a video game is aensure the sound matched the visual and the
complicated process of software development, artisticback-story for the game and advanced the game play
application of a story line or theme, and interactivefor the end user. The game is by no means complete
game play. It generally takes two years to build awith the basic production of the software and
video game of this size. With any softwareprogramming. While testing the game, inevitably a lot of
programming design, it is difficult to define the end"bugs" can surface. Code is never perfect, and
results two years in advance much less stay ontherefore, all software development involves bug triage
schedule and aligned to the original "vision." Theto identify problems and "fix" bugs or remove them if
technical challenges were huge. Greg's job was tothey have significant adverse impact on the game.
push the team to make a commercially successfulWorking with QA (Quality Assurance), the Forza
product.Management Team (including Greg) established a
Greg managed the audio for the Forza Motorsportprocess to identify the bugs and classify them for
franchise through two distinctly different softwarepriority importance, severity, and urgency. The team
development processes-the waterfall process and thethen got together and individuals made the case for
agile development method known as scrum. The mostfixing or not fixing specific bugs. This meeting has
common process used in software design is thedifferent names in different companies and divisions,
waterfall or cascading, process-meaning completion ofbut according to Greg, they were literally triaging the
one item leads naturally to the next, having been buildbugs.
on the previous item. However, with a two-yearAfter initial production and release of the game, the
completion deadline, a waterfall process could lead towork continues by designing downloadable content
dead ends and regressions that would use up tooand add-ons. Over the eight years Greg Shaw has
much time and prevent completion on schedule. Forzaworked for Microsoft on the Forza Motorsport
Motorsport 1 used the waterfall process. When Forzafranchise, they have released three versions. In
Motorsport 2 was underway, it was obvious Turn 10October 2009, Forza Motorsport 3 was released and
was growing big enough that some official change innominated for Best Audio by GameSpot. Forza
process was needed, so the management team andMotorsport 3 is widely accepted as the best sounding
Greg began to experiment with a processracing game delivered to date. The casual game
management known as scrum.player might be surprised to learn the enormous work
In a scrum process, different disciplines work in parallelthat precedes a computer video game release. For
rather than sequentially. The process is an agile way toGreg Shaw, working as the audio designer on games
hit the deadline dates. Through scrum, one aims to buildoffers enormous technical challenges and many
a bunch or modules of a game (like features) withrewards. Behind every game, there is much more than
smaller teams focused on just that feature. By themeets the eye-and ear.