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Dito Suwardita

Dito Suwardita. Basic Game Production. PRODUCTION MODEL PROCESS. PREPRODUCTION (Goals). Design Document drawn up Playable proof of concept/vertical-slice demo Tech and tools initiated Art direction finalized Funding obtained. PREPRODUCTION APPROACH ( Written Process ). TO DO :

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Dito Suwardita

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  1. Dito Suwardita Basic Game Production

  2. PRODUCTION MODEL PROCESS

  3. PREPRODUCTION (Goals) • Design Document drawn up • Playable proof of concept/vertical-slice demo • Tech and tools initiated • Art direction finalized • Funding obtained

  4. PREPRODUCTION APPROACH (Written Process) TO DO : - Game Concept, Vision, Direction - Background Information - Finance Budgeting - Game Structures (Themes, Key Features, Tech options) - Game Roadmap (Flowchart) - Storyboard - Implementation (Untextured test-play to illustrate core gameplay components) Pro : • Easy to execute • Measurable • Flexible to add new feature • Easy to rework Cons : • Less Creativity • It may go into full development

  5. PREPRODUCTION APPROACH (Organic Process) To Do : • Gameplay concept • Key features • Vertical Slice Demo Pros : • More Creativity • Needs less levels creation to proof the concept • Easier to make decision “Go ahead or Step down” Cons : • Creative chaos • Potentially delay • Not measurable cost

  6. PREPRODUCTION (Game design) • Key Genres 1 • (Firstperson shooter, RTS, Sports, Horror) • Key Genres 2 • (Puzzle, RPG, Thirdperson adventure, Management/Simulation) • Design Documentation • Comprehensive guide to every detail of every aspect of the game

  7. PREPRODUCTION (Pitch) • - Sales Sheet ( basic information, general gameplay detail, key features in general) • - Design Document ( Comprehensive overview of the game) • - Interactive Demo (How finished gameplay will work) • - Technical Design Document (Overview how the game will be built) • - Risk Analysis (Identified things that can go wrong) • - Project Plan (Outlining the realistic development schedule) • - Cost Forecast (Drawn up using project plan as the basis)

  8. PRODUCTION STAGE (THE TEAM) LOCALIZATION MANAGER WRITER PRODUCER SOUND DESIGNER GAME TESTER LEAD PROGRAMMER CHARACTER ARTISTS LEAD DESIGNER SFX TOOLS PROGRAMMER ANIMATOR LEVEL DESIGNER ENGINE PROGRAMMER TEXTURE ARTISTS Foley Sound AI PROGRAMMER BACKGROUND ARTISTS BGM GRAPHICS PROGRAMMER Voice Over

  9. PRODUCER Main Objective : • Make sure the work is carried out on time, to an exacting standard and within budget • Ensuring working well both as a team and as parts of the projects Characteristic : • Good at dealing with people and the team • Responsible • Researcher • Intuitive feeling • Have excellent eye of details • Familiar with project management software

  10. Game Designer Lead Designer • Create Game design documentation (location, environment, characters, rules, story, props, object etc) Level Designer • Creating game world/universe • Separate the world/universe into stage level. • Creating every piece of details in every stage level.

  11. PROGRAMMER • Engine Programmer Create framework, take the middleware rights to its limit. • Tools Programmer To provide tools that enable designers and artist to work more easily. • AI Programmer To transfer human logic to an artificial behavior. • Graphics Programmer Know about the common GPU pipeline stages. • Lead Programmers Multiskilled taskmaster with good head for problem solving in all disciplines.

  12. TERIMA KASIH

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