Pre - Production
- Audio Pre - Production
- Budgets
- Development: CPU, disc size, memory...
Research Methods and Dissertation
- Lecture 3: What, Why and How
^
(most difficult)
- What
- Starting general and then getting more specific
- Why
- This justies why the research is worth doing
- How
- How the research will be done
Concept Development
- Project
1. Target audience
2. Budget
3. What make your idea different, something like USPs (Unique Selling Point)
4. Platform
- Technology and its limits
- things to ask before building assets
*Art/ Visual Design
- Screen size
- Image texture size limit
- Polygon limit
- Max. number of textures
- Max. bumber of bones
- Animation, max. bumber of keyframes.
*Audio
- Sampling Frequency
- Number of supported channels
*Common
- File format?
- Memory budget
*Prototyping
- It's virtually impossible to do it "fun"
*Process
- Concept Document
- Start of with "wouldn't it be cool if..."
- Refine "cool" list to a more focused "what's fessible" list.
- Develop a rough prototype as a proof of concept
- Reiterate on prototype to create a "vertical slice" of the user experience
- Module Folder: http://learn2/module/IAMG/AG1086a
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