W.G.T. Fernando is currently a freelance writer and Managing Director of Gihan Book Shop and GTS. Gihan is a former lecturer at the University of Moratuwa, Sri Lanka. He began his education at Thurstan College before going to Wycherley International School. Afterwards, he was selected into the University of Liverpool in the UK. He graduated with Honors in Computer Science. During his time in the UK, he has worked as an analyst for a Regeneration company (Innercity solutions) working on numerous projects focused on improving the standard of living in the Liverpool community.He worked as an IT consultant for an engineering company (Grand Engineering) to produce an efficient user-friendly electronic system for manipulating client contacts. He also had the opportunity to hold the post of 'Hall Tutor' and 'Network Assistant' at the University of Liverpool. He successfully completed an MSc in Advanced Software Engineering at Kings College, University of London.
 

Game development: Pre production

03/31/2010 5:46 am By W.G.T. Fernando | Articles: 56



We discussed about having a plan during game development. Creating the plan is part of the pre production process. Once the idea for the game gets the green light (approval) by the publisher, it is wise to start on a few prototypes before going in-depth.

 

It is worth noting that during preproduction, the size of the team is normally small. People are added as the game is being created depending on need. However, it may also be the case where the company may have different projects going at different stages of game development enabling them to use the full time of each employee rather than create a situation where one employee awaits until work is done by another employee.



When we create a game, it is common for the game to have a multitude of levels with different environments. During pre production we should have a clear idea on the type of objects that will be in each environment. We can’t stop there. We need to have a list of the exact animations that would be included in the object. It is essential that these be broken down enough so their full scope can be brought into prospective and evaluated. Having such a list would be most effective in completing the game within the deadline.

 

When creating games, it is necessary to focus on novel technologies to give the game a crisp new look and feel. Hence it is during pre production that game engines and animation effect toolkits are analysed. For example a game engine such as torque3D could be analysed to ensure that it serves its purpose and work as intended in the game design.

 

Talking of the game design, it is during pre production that the complete game design be completed. The document should include details of the control model, game interface, game mechanics, combat system, AI, audio and art requirements.

 

A common approach to better understand the game flow is using storyboards just as in film production. This would enable the lead artist to understand what art asserts are needed for all levels.

 

By the end of pre-production, the overall game itself should be more or less fixed. There should be a clear ‘road map’ of what needs to be done in every sphere of activity. In the next issue, we shall focus on the different process models used in game development.

 

For further reading:

http://www.gamecareerguide.com/features/745/how_a_game_gets_made_a_games_.php

http://www.gamasutra.com/features/20060329/waugh_01.shtml

http://en.wikipedia.org/wiki/Game_development

http://www.pbs.org/kcts/videogamerevolution/inside/how/01.html

 

Image sources:

http://www.pbs.org/kcts/videogamerevolution/_images/inside/how/image_preproduction.jpg

http://seriousgameplan.files.wordpress.com/2009/12/scribblenauts-ds-game-objects1.jpg

http://static.torquepowered.com/static/pg/productpages/torque-3d/feature5.jpg

 

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