Development plan, Scheduling, and Risk Analysis:
Production Schedule
The complete Polar Paradise production schedule can be downloaded here (in MS Project format):
The Schedule
Development Overview
Pre-production: 29th January 2007 to 19th February 2007 (3 weeks)
Tasks:
- Pitch + doc (Week of 29th Jan - time/date tbc)
- Concept doc
- Basic GDD
- Basic APP
- Basic TDD
- Character concepts
- Weapon concepts
- Level / environment concepts & detailed design
- Level gameplay critical paths
Milestone 1: Monday 19th Feb
Production 1: 19th February 2007 to 12th March 2007 (3 weeks)
Tasks:
- GDD Update
- APP Update
- TDD Update
- Player character model
- Bad guy character model
- Basic weapon models
- Level box-geometry
- Gameplay prototype (new moves, weapons, etc)
- Playtesting
Milestone 2: Monday 12th March 2007
Production 2: 12th March 2007 to 2nd April 2007 (3 weeks)
Tasks:
- GDD Update
- APP Update
- TDD Update
- Game critical models finished
- Detailed level geometry
- Critical path prototyped
- Gameplay finished (new moves, weapons, etc)
- Playtesting
Milestone 3: Monday 2nd April 2007
Easter Vacation: 2nd April 2007 to 22nd April 2007 (3 weeks)
Post-Production: 23rd April 2007 to … TBC (approx 2-3 weeks max)
Tasks:
- GDD Final
- APP Final
- TDD Final
- Models finished & polished
- Level geometry finished & polished
- Level gameplay finished & polished
- Gameplay (new moves, weapons, etc) & polished
- Export to *.mpm
- QA & Playtesting
- Write support materials (Install and how to play manual)
- Pitch
- Deliverables
- Project Post mortem
Final Milestone: 27 April 2007
Risk Analysis / Feasibility
Risk Analysis – Technical
Potential Risks
Engine Compatibility & Accessibility for team (resolved - all team members have game installed and working)
Level design – MaxED learning curve (resolved - Mark has finished his level)
Maya → 3DSMax exporting via obj, 3ds format (resolved - asset-to-game pipeline established)
Milkshape MP1 Compatibility – Unclear if new version still supports mp1 format (resolved, it does)
Lightmap Rendering in Maxed – not all modern graphics cards supported (resolved - no problems encountered)
Version locking / protection - (resolved - one person is responsible for compiling new game builds)
Production / Development Task List (Merged from Key Tasks)
This section lists the key tasks required to develop the game. In other words, this is the development To-Do list.
Priority and Feasibility of the tasks are given estimated ratings in the following categories: Priority, Cost, and Risk
- Priority refers to the task's importance and the desire to get it done. E.g. A High priority task is essential to the project's success.
- Cost refers to how much time, effort, money, stress, blood, sweat and tears the task will take to get done.
- Risk refers to uncertainties about the task, or potential blocking factors that might prevent the task from being completed.
Each category is rated a value between 1-3, representing: Low (1), Moderate (2), and High (3)
Priority rating is then doubled, and the following formula is applied:
Feasibility = Priority - ( Cost + Risk )
The final value represents the task's Feasibility and the liklihood it will get finished. A positive value has more likihood of getting done than a negative one. This is used to assess how much time and resources should be spent on any given task. So e.g. a low priority, high risk, high cost task will not get finished, and time shouldn't be spent on it.
Level Design
- Geometry Mapping (Environment Art, Lighting)
- Gameplay Mapping (AI Scripting, Optimisation, Interaction)
| Priority: High | Cost: High | Risk: Moderate |
Feasibility: +1
Gameplay Features (weapons, special moves, new features)
- Character Animation
- Weapons
- Projectiles
- Level Items
| Priority: High / Moderate | Cost: High | Risk: High / Moderate |
Feasibility: Best case: +1 Worst Case: -2
Graphics / Art
- Character Skins (Model, Texture, Vertex Weighting / Rigging)
- Weapons (Model, Texture)
- Particle Effects (Bitmap creation, particle generation)
- Trimesh (Model, Texture)
- HUD art
| Priority: High | Cost: High | Risk: Moderate |
Feasibility: +1
Audio
- Music
- Sound Effects
- Dialogue
| Priority: Moderate / Low | Cost: Moderate / Low | Risk: Low |
Feasibility: Best: +2 Worst: -1
Interface
- Menu
- HUD
- Console
- In-game help / Manual
| Priority: Low | Cost: Low | Risk: Low |
Feasibility: 0
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