Thursday 30 September 2010

Notes from class: Pre-Production

(if a criteria is failed, then you will fail. Demonstrate all learning outcomes gets you 40)

Pre Production Criteria
See the Learning Outcomes here...
Knowledge and Understanding

  • K1 - Plan the production process of a team or single individual.
  • K2 - Risk assessment for anything that you dont know what to do. Identify the creative and indsutry factors.

Cognitive Skills

  • C1 - Analyse the structures of different games genres. (Compare game genres and test them against our idea)

Practical and Professional Skills

  • P1 - Develop drawing, modelling and animation skills applied to game art and game play. (improve skills and show you can apply it through my groups idea.)
  • P2 - Showing awareness of limitations and creative processes of technology (show what consoles and computers can and cannot do, and test them to our idea and see if certain powers are needed)

Transferable and Key Skills

  • T1 - Use information technology to locate and process material.
  • T2 - Organise work and manage time effectivily to meet deadlines.
  • T3 - get critique from lecturers and write it down. Show that the critique actually happened and how it applied to the idea.  


- Placeholder of final assessment asset (make a link that takes the tutor straight to the final product, and make sure it works.)
- Placeholder for key assets (Rough placeholders of characters [not necesarry textures, but tested with shaders if needed] so that animators, coders can see)
- Schedule with priorities with ABC - (list what needs to be done the most in highest priority)

  • Priority A - A main character (not all characters are prioroty A as they most liekly demonstrate the same thing. - Needs an obvious placeholder!!!
  • Priority B - Stuff that you would like to have in portfolio, not neccesarily a high priority in the FMP. (Needs a placeholder)
  • Priority C - Stuff that you do that is "mess around work" (doesnt need a placeholder)
- Game level - Something that can be assessed by scale e.g. block outs.
- All concept Art
- Research platform and technology - (assume that the users have older graphics cards when looking to make for PC, research the market for the game and see which console it applies to the demographic of the idea)


- Research indstry standards.
- Description of games critical path - (mechanics that need to be applied and what assets that need to be in for the mechanics)


- Production plan and risk assessment - (when are you going to get these things done by? Time plan)
- Methodology for learning log - (make sure the blog is all relevant, not to do with what you did today, its not important!) 

instead of walls of text, use short paragraphs to the point and lots of images.

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