{"id":3474,"date":"2015-10-29T12:10:50","date_gmt":"2015-10-29T16:10:50","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2015\/?page_id=3474"},"modified":"2015-11-16T13:43:21","modified_gmt":"2015-11-16T18:43:21","slug":"final-project-timeline","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2015\/final-project-timeline\/","title":{"rendered":"Final Project"},"content":{"rendered":"<p>I&#8217;ll be keeping track of the production of each project using <a href=\"https:\/\/docs.google.com\/spreadsheets\/d\/13XyqyW8iuTtyRpPwHePiqdTrMS31-ifOlPelR_sFpoU\/edit?usp=sharing\" target=\"_blank\">this spreadsheet<\/a> and adding milestones on this page so save them on your bookmarks.<\/p>\n<h1>1. Proposal &#8211; Monday November 2nd<\/h1>\n<p>Submit a proposal including:<\/p>\n<p><strong>Title or Working Title<\/strong><\/p>\n<p><strong>Description<\/strong> one paragraph elevator pitch, the description you&#8217;d put on a distribution channel, something that characterizes it as unique.<\/p>\n<p><strong>Art\/Research statement<\/strong> what are you trying to do with this project? What are the experimental elements? What&#8217;s the emotional response you are trying to solicit? What are you own parameters for success?<\/p>\n<p><strong>Mock Screenshot<\/strong> an image representing the style and the mood you are trying to achieve.<br \/>\n<a href=\"http:\/\/blog.finji.co\/post\/91205028068\/some-exploratory-concept-art-for-overland-ive\" target=\"_blank\">Here are some exploratory concepts<\/a> for an upcoming game. <a href=\"http:\/\/blog.finji.co\/image\/132122172343\" target=\"_blank\">This is how the game is looking now<\/a><\/p>\n<p><strong>3 Game references<\/strong> that are direct inspirations or have something in particular to teach you<\/p>\n<p><strong>3 Non-Game References<\/strong> that are direct inspirations or have something in particular to teach you<\/p>\n<h1>2. Prototype &#8211; Wednesday November 11th<\/h1>\n<p>A playable proof of concept. If 3D, use placeholder assets and primitives.<br \/>\nA prototype is meant to explore the basic gameplay, test the possibilities of the concept, its potentials and possible pitfalls. Typically it&#8217;s something you throw away when you start developing the actual game (in our case it probably won&#8217;t).<\/p>\n<p>If your game is text\/language heavy or has branching choices prototype it in Twine or on paper first.<br \/>\nIf your game relies on environmental storytelling make a top down &#8220;level&#8221; design on paper first.<br \/>\nIf your game involves puzzles describe them on paper first (illustrations, list of tasks, flowchart etc).<\/p>\n<p>Check Journey&#8217;s prototypes <a href=\"https:\/\/www.youtube.com\/watch?v=rdfzpkmmLqU\" target=\"_blank\">here<\/a><\/p>\n<p>Readings<br \/>\n<a href=\"http:\/\/www.gamasutra.com\/view\/feature\/130848\/how_to_prototype_a_game_in\" target=\"_blank\">How to Prototype a Game in Under 7 Days<\/a><br \/>\n<a href=\"http:\/\/mightyvision.blogspot.co.uk\/2013\/04\/how-to-do-game-jam.html\" target=\"_blank\">How to Game Jam<\/a><br \/>\n<a href=\"http:\/\/www.lizengland.com\/blog\/2014\/04\/the-door-problem\/\" target=\"_blank\">The Door Problem<\/a> (how game design works in a big company)<\/p>\n<h1>3. Mood board \/ Audio and Visual Style guides &#8211; Monday November 16th<\/h1>\n<p>A mood board is a collection of images from any media (not only videogames!) that together create an overall idea of the art direction for the project.<br \/>\nSimilarly, the audio mood board collects music and samples from any type of source (not only videogames!).<br \/>\nGradually the mood board should become a style guide which defines the visual language of the game and sets guidelines for consistency: color palette, view, interface design.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2015\/files\/2015\/10\/htf_moodboard.jpg\" alt=\"htf_moodboard\" width=\"628\" height=\"406\" class=\"aligncenter size-full wp-image-3635\" srcset=\"http:\/\/mycours.es\/gamedesign2015\/files\/2015\/10\/htf_moodboard.jpg 628w, http:\/\/mycours.es\/gamedesign2015\/files\/2015\/10\/htf_moodboard-300x194.jpg 300w\" sizes=\"auto, (max-width: 628px) 100vw, 628px\" \/><\/p>\n<p>A fully developed <a href=\"http:\/\/media.steampowered.com\/apps\/dota2\/workshop\/Dota2CharacterArtGuide.pdf\" target=\"_blank\">character guide<\/a><\/p>\n<h1>4. Production document &#8211; Monday November 16th<\/h1>\n<p>Prepare a simple spreadsheet showing what you are planning to implement week by week from now to December 11. Your project will be evaluated according to these these agreed goals.<br \/>\nMake it on Gdocs and share it with me (paolo.pedercini at- gmail).<\/p>\n<h1>5. Alpha &#8211; Monday November 23th<\/h1>\n<p>The Alpha is a version of the game that contains 100% of the basic features, the game interaction and logic. It typically doesn&#8217;t have polished graphics and sounds nor all the &#8220;levels&#8221; but it should be possible to play it and have a clear sense of the final game experience.<\/p>\n<h1>6. Beta &#8211; Wednesday December 9th<\/h1>\n<p>The Beta version of a game is basically the finished game, except for visual and audio fixes and polishing, tuning, and technical debugging. The following week before the presentation (release) should be devoted to playtesting.<\/p>\n<h1>7. Gold \/ exhibition &#8211; December 15th (probably)<\/h1>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ll be keeping track of the production of each project using this spreadsheet and adding milestones on this page so save them on your bookmarks. 1. 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