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@ -14,9 +14,9 @@ rss_hide:: "true"
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# Vertical Slice vs. Horizontal Layer
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> Originally posted in the now defunct uber.typepad.com blog. You can find an archived version on [The Internet Archive](https://uber.typepad.com/birthofagame/2009/04/vertical-slice-vs-horizontal-layer.html)
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> Originally posted in the now defunct uber.typepad.com blog. You can find an archived version on [The Internet Archive](https://web.archive.org/web/20250914133730/https://uber.typepad.com/birthofagame/2009/04/vertical-slice-vs-horizontal-layer.html)
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I've [mentioned before](rehosted/find-the-fun) [(archive)](https://web.archive.org/web/20250914133730/https://uber.typepad.com/birthofagame/2008/10/find-the-fun-fi.html) I think the Vertical Slice (VS) is one of the most abused industry practices. By definition, it ought to be a version of your software that is near final quality in a small subset of its domain that represents the overall product. If you're making Call of Duty 4 it might be "just one mission" complete with working AI controlled enemies, HUD art, polished control scheme, in-mission cinematics, and near final quality art assets. The problem is getting to this vertical slice actually requires completing a huge portion of the game. For example, the subset of character rigs and animations required for the level may be 80% of the animations needed for the entire game. The UI and HUD are an often underestimated amount of work yet having near final quality versions of them for "just one mission" is saying that entire subsystem needs to be nearly complete. The requirements may say 3 weapons out of the 15 that will be in game, but you'll be doing more than 1/5th of the code underneath to meet those requirements. If employed too early in development the VS can derail an entire project or worse put it on the fast track to nowhere.
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I've [mentioned before](../find-the-fun) [(archive)](https://web.archive.org/web/20250914133730/https://uber.typepad.com/birthofagame/2008/10/find-the-fun-fi.html) I think the Vertical Slice (VS) is one of the most abused industry practices. By definition, it ought to be a version of your software that is near final quality in a small subset of its domain that represents the overall product. If you're making Call of Duty 4 it might be "just one mission" complete with working AI controlled enemies, HUD art, polished control scheme, in-mission cinematics, and near final quality art assets. The problem is getting to this vertical slice actually requires completing a huge portion of the game. For example, the subset of character rigs and animations required for the level may be 80% of the animations needed for the entire game. The UI and HUD are an often underestimated amount of work yet having near final quality versions of them for "just one mission" is saying that entire subsystem needs to be nearly complete. The requirements may say 3 weapons out of the 15 that will be in game, but you'll be doing more than 1/5th of the code underneath to meet those requirements. If employed too early in development the VS can derail an entire project or worse put it on the fast track to nowhere.
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So when is the appropriate time to build a Vertical Slice? I say after the few Horizontal Layer iterations are complete. What's a Horizontal Layer? Glad you asked. When we prototype at Uber, we prototype the entire game from beginning to end. This includes single player, multiplayer, main menus, option screens, cinematics, mission briefings, etc. When the entire experience is laid out in whitebox form, that is with temporary art assets and most likely temporary code, we call that a Horizontal Layer (HL). This gives us the best sense of the actual work required to complete the game, and the iteration on the HL creates a breeding ground of creativity as trying out new ideas is quick and inexpensive.
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@ -24,7 +24,7 @@ Now, you and I well know in the real world there are often constraints and exter
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My diagram-fu is weakened when working on my laptop’s track-pad, but the diagram below still serves to illustrate a few key points.
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![[graph.jpg]]
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First, components of the game (Single Player, Tutorial, etc) differ in the amount of work and are so represented by different width blocks. As each HL is complete quality goes up. The VS sits on top of the HL and therefore is elevated in quality by it. In this diagram two vertical slices are created for two different portions of the game; single player and multiplayer. You can see that the slices themselves are of different widths. This represents the amount of the component the VS is meant to demonstrate. For example the single player VS may only be showing off one portion of one campaign mission, whereas the multiplayer VS might be demonstrating nearly fully functional gameplay on a variety of maps. Also note that each slice was started during a different HL iteration. Had the VS for single player began on the 3rd HL iteration it would have achieved a higher quality level.
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