Monday 1 November 2010

Week6 - Lecture Notes

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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