A three-person pilot.A ten-person team.Two platforms.One BAFTA.
How I produced Denki’s return to original IP, from a disposable pilot to award-winning releases on Xbox Live Arcade and iPhone.
“Quarrel is just a lovely, skilfully-crafted joy.”
— Keith Stuart, The Guardian, 2011
The producer
Turning creative direction into production that delivers.
- Creative DirectorGary Penn
- ProducerSean Taylor
Stepped up for original IP. In 2008, after years making games for TV, Denki went back to original IP. I moved from Product Architect on the TV line to Producer on Quarrel.
Owned the production. The schedule, the production model, the rituals, the risk, the acceptance criteria and the standards. I grew the team from three to ten and kept it pointed at one promise to the player.
Shipped it twice. On Xbox Live Arcade and on iPhone. BAFTA Scotland Best Game, 2011.
The one who takes creative direction and turns it into production that hits its quality bar, scope and schedule.
The handover
The pilot proved the fun. Then we threw it away.
Quarrel began in 2007 as a three-person pilot, built to prove one thing fast: that the fun was there.
1Pitch
The high concept:Word Crunch meets Dice Wars.
2Visualisation
What a quarrel looks like: the better the word, the bigger the win.3Internal pilot
Playable in the studio: hexes, troops and letter tiles.4Releasable pilot
In 3D, and playable by people outside Denki.2008Commercial product development starts here.
The pilot proved the core idea. Taking it to market meant rebuilding Quarrel from the ground up as a commercial product. The pilot became our living design document, roadmap and backlog.
The anchors
Before we built anything, we defined what it had to feel like.
The Denki Difference defined our in-house design principles: the End meant thinking like a player; the Way meant thinking like a maker. We codified what the Quarrel pilot proved into ten Guiding Lights beneath the End, giving us a shared vision and a clear test for every production decision.
The End
thinking like a player- Feel
- Drama
- Alive
- Convenient
- Twist
The Way
thinking like a maker- Immediate
- Preparation
- Toys
- Magic
- Moments
Quarrel’s Guiding Lights
- It’s a whole new board game
- An invisible strategy game
- Star player performance
- Worlds worth winning
- Knowledge is power
- Characters you can believe in
- Win or lose, you feel like a winner
- A meaningful shared experience
- More jaw-jaw than war-war
- See letters and words in a whole new light
Pre-production
We rebuilt it from the ground up, one playable slice at a time.
Our 40/20/40 production model still held. On a longer timeline, pre-production became a series of iteration loops, each checked against the End before the next began.
A board game first. We rebuilt Quarrel as a board game with full rules so we could prototype cheaply, test quickly and refine relentlessly. Each day was a sprint around a critical risk or design flaw. Prototypes took minutes. We kept what worked and killed the rest.
Opponents played in character. The team roleplayed each artificial opponent as a player archetype (Impulsive, Cautious, Bully, Coward) until players could recognise its personality through its decisions.
Words you know. And words you discover. We tagged every word in Quarrel’s dictionary by familiarity: about 6,000 most people know, 30,000 some people know, and the remaining 75% few would recognise. Every word came with its official Collins definition, so players could discover new words as well as play the ones they knew.
The production model
Every day, every week, every milestone: a short loop back to the End.
I built the production around short feedback loops, so everyone always had clarity of purpose, plans, progress and priority.
- Daily. Start with stand-ups. End with dailies: the day’s work on screen, like rushes on a film set.
- Weekly. A build that delivers a meaningful new slice of the game. Then show-and-tell: everyone shares what they made, how they’re feeling and what they’re thinking.
- Monthly milestones. Critical progress points with a shared definition of done, demonstrated on target hardware to key stakeholders, then the whole studio. In one milestone sprint in 2009, the build went from version 28 to version 53, with about 450 tasks completed.
- Public playtesting. Getting out of the building and putting the game in front of strangers, without explanation, to see whether it upholds the End. At ProtoPlay in Edinburgh, 2009, almost 200 people played over three days. Most stayed for more than 30 minutes; many returned with their families and friends.
“Someone going out of their way to come back with their wife and kids for a multiplayer game of Quarrel is worth ten filled-in questionnaires.”
— Colin Anderson, 2009
Into the unknown
Three people became ten. A games-for-TV studio learned a console.
Almost everything about Quarrel was new to us: a bigger team, a new platform, online multiplayer and Xbox certification.
The team. Three coders, three artists, a designer, QA, the Creative Director and me. I built the team and the conditions for delivery: clear priorities, adaptive plans, fast decisions and the autonomy to act.
The platform. We took a studio built around work-for-hire TV games into original IP on Xbox Live Arcade, building around the platform’s strengths, with four-player online multiplayer at the heart of the experience.
Certification. With a small team and a single QA tester, we planned for Xbox certification from day one. We built it into production and passed with minimal friction or delay.
The production repertoire was transferable; the new platform was teachable.Work backwards from what’s right for the project, not what you already know.
Again, on iPhone
Then we did it again, on iPhone: five people, twelve weeks, from scratch.
In 2011 we took Quarrel to iPhone with a team of five, on a twelve-week schedule.
- Wk 1–2 Design and proofs
- Wk 3–5 Rough Cut
- Wk 6–7 Alpha
- Wk 8–10 Beta
- Wk 11 Submission Candidate
- Wk 12 Final Cut
Alpha 2.0: acceptance criteria
- I enjoyed playing Alpha 2.0.
- It looks, sounds, feels and smells like a definitive Alpha.
- It inspires confidence in the final version and leaves players wanting more.
- “Know Quarrel” allows me to learn while I play, but never overwhelms or behaves like a certain annoying paperclip.
Written as a player would say them, not as a checklist. Quarrel Deluxe went live on the App Store on 25 August 2011.
The verdict
Players and critics loved it. The industry took two years to catch up.
- BAFTA ScotlandBest Game, 2011
- BAFTA Games AwardsNominee, 2012
- TIGABest Social Game and Best Serious Game, 2012
- Pocket Gamer AwardsThree nominations, 2012
- EurogamerGames of 2011
- Official Xbox Magazine9/10, Must Buy
“Relentlessly clever and deviously charming… A true, instant classic.”
— Official Xbox Magazine, 2012
“Quarrel is a victory for good ideas and also for clever implementation.”
— Eurogamer, 2011
It was finished for Xbox in 2009, then waited two years at the publisher gate. The reason given most often: “Gamers don’t buy word games.”
It launched on iPhone in August 2011 and on Xbox Live Arcade in January 2012. The production delivered; the route to market was out of our hands.
What transfers
Protect the creative vision. Build the conditions to deliver it.
My role is to turn creative ambition into a game the team can deliver and players want to play. On Quarrel, that meant five production principles:
- Make the vision actionable. Turn creative direction into shared priorities and clear criteria for decisions.
- Build production around the project. Choose the team, tools and approach the game needs. Adapt the plan as you learn.
- Resolve risk early. Test the biggest uncertainties quickly and cheaply. Plan for dependencies, platform requirements and certification from the start.
- Make progress visible. Use playable builds and short feedback loops to expose problems, enable decisions and keep the team aligned.
- Define quality through the player’s experience. Set acceptance criteria around what players can do and feel. Test whether the game delivers on its promise.
Keep the End clear.Adapt the Way.Deliver on the promise.