P5
Research:
Below we did three sections each idea. Research was first where we picked game and media which could show a gap in the market that we could fill. The second stage was creating a fleshing out the idea for the game. The last stage was comparison between the ideas and picking based on our research.

Week 1-5 PREPRODUCTION
Week 5-10: PRODUCTION
Week 11: POLISHING
Friday 16th March: Publishing and distribution.
Total: 11 Weeks.(Counting based on starting date)
Budget
TOTAL: 770 per week
[A]treatment or proposal
Below we did three sections each idea. Research was first where we picked game and media which could show a gap in the market that we could fill. The second stage was creating a fleshing out the idea for the game. The last stage was comparison between the ideas and picking based on our research.
Reasoning:
The reason for what we created was based on the research below. For this we look as some game and decided that a game we could put on mobile and had simple controls would be in line with current trends. We also saw a popularity in space based media and decided that we could create a game with this in mind. The graphics in this were based on vectors and we wanted to make them simple to render so the most people could play the game. This is because our target audience are young and would have hand me down phones and computers. So as a result we made the game simple to play as well as simple graphicly.
Research and proposal for initial game ideas:
Final Proposal

b) competent production
schedule
Production Schedule
Week 5
|
Week 6
|
Week 7
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1
|
2
|
3
|
1
|
2
|
3
|
1
| |
Programmer
|
flow charts
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Coding
|
Coding
|
Coding
|
Coding
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Artist
|
Loading Screens
|
Start Screen and Options areas
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Cut Scene assets and animation
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Game Designer
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Design values
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Paper work
|
Paperwork
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paperwork
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core mechanic
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in game sounds
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Prototype
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Week 8
|
Week 9
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2
|
3
|
1
|
2
|
3
|
1
|
2
|
3
|
Main game UI
|
Planets & Ship assets
|
Astroids and colission animations
| |||||
cutscene sound
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soundtrack
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sound script
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attractor script
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attractor script
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torque script
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addforce script
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soundtrack script
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Week 5-10: PRODUCTION
Week 11: POLISHING
Friday 16th March: Publishing and distribution.
Budget
Total: 11 Weeks.(Counting based on starting date)
Budget
Cost per week(£):
|
|
Wages
Designer
Artist
|
576 Based on average wage
194 Based on average wage
|
3650 for Phase
TOTAL 1364 per week
Cost per week(£):
|
|
Wages
Programmer
Artist
Designer
|
584 Based on average wage
194 Based on average wage
576 Based on average wage
|
Software
Unity
Adobe Suite
|
N/A
10
|
Publishing
Itch.io
|
N/A (30% of game cost)
|
8184 for Phase
11834 TOTAL FOR PRODUCTION
c) gameplay with

e) relevant legal and/or
Legal
c) gameplay with
associated visuals
Trail
Cutscene
Props and assets
Materials and assets
Planet and astroid
Star
3D Models
Main options me
Background
Loading Menu Background
Background
(Stretched a lot to give warp effect)
Score system and death system:
d) target audience
e) relevant legal and/or
ethical issues
Ethical
Issue
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Reasoning/ solving
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A Man is the main character
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This was done because of the title of the game is called get Tim home
and this was done to have a pun in it as a result the main character is a
guy and is not done due to any other reason.
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Death is portrayed
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This is reasonable as we will say that you lost not you died to avoid
this issue
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Legal
Issue
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Reasoning/ solving
|
Sound track is not create by us
|
The music we picked in royalty free
|
Unity is not fully free software
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We do not plan to publish the game, even if we did there would be no
revenue source included, as there would not be adverts or purchasable
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