Pre-production: An overview (PM 3 Be able to co-ordinate a production process):
Since the beginning of our project on the 3rd November until the 27th was designated as our pre-production time. Pre-priduction usually involved concepts of story, art style, GDD’s, production schedules and blockouts.
Our schedule was a mostly using lesson time to do documentation and work on getting the game ready. Here’s a comprehensive list of everything we have done:
Joel:
- Concept art
- Story writing and refining
- map layouts, ideas and design
- asset listing
- audio plan
- dialogue script
- storyboard
- playboard
Kieron:
- Game Design Document
- Early models
- technical considerations
- voice-acting preparations
- dialogue script
Glen:
- Map blockout- underground base
- Early assets
- asset listing
- map layouts, ideas and design
Niall:
- Build tests
- Blockout- topside map
- programming considerations
- sewer blockout
- map layouts, ideas and design
Oliver:
- Concept Art
- Early asset development
- texturing
- asset listing
Our schedule:
The schedule of pre-production was mainly using lesson time to do things, however some of us have been working from home (eg. Oliver and I). Schedule looked a little like this:
![](https://joelflemingnextgen.wordpress.com/wp-content/uploads/2020/11/pre.png?w=986)
With this loose formula, we had freedom over what we decided was most important for the blockout and/or concept to help the designers get an idea for what the game may look like when in-production or finished. We also set up a Trello page and used SCRUM meetings, features we will be continuing to use throughout development, to help us plan time-frames, ETA’s and a heirarchy of importance over other objects.
A Link to our Trello Page:
https://trello.com/b/9ZtI4w9z/imagined-worlds