Friday, 17 February 2012

Revisions


Conditions for  green light:
The course team was impressed with the quality of the art work presented, but feels that game you proposed is too large in scope and not well defined in gameplay to be delivered on time in your 6 weeks of production (at 12 hrs of independent work per week, plus 6 hrs of supervised time).  

We suggest that in your trailer you concentrate on representing the RTS aspect of the game. Modeling, texturing, and animating characters from a distance is much less time intensive than the close-ups required for third person combat.  Focus on representing the core game mechanics using 2D concept art and an achievable amount of 3D with 2D overlays showing the look and feel, user interactions, etc. through compositing in After Effects (or similar).

Instead of designing new RTS gameplay mechanics from scratch, you should look on YouTube for game mechanics common to RTS games and use them as references for your animations.

What we require from you by Tuesday morning:
  1. A list of core gameplay mechanics you will illustrate in the trailer listed by priority
  2. Storyboards or sketches outlining a revised plan that combines representing core mechanics along with essential concept art in the trailer (no fancy illustrations at this stage, but well thought-out)
  3. A production schedule accounting for the time (in hours) each team member will spend working on the above.  This should account for tasks that depend on other tasks (as in the sprint cards, “Good enough to”).  Please illustrate this schedule by creating sprint cards for the first 3 weeks of production.

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