Technical Requirements (hardware/software)
HARDWARE Our studio area (classroom) is outfitted with many high-end computers that allow us to produce high quality work quickly and efficiently! Models with high poly/ triangle counts can be processed with minimal delay, renders take a lot less time to process so long as the software being used has been optimised accordingly and isn't compensating for a lot of unnecessary detail like sample (detail) counts, HDRI maps (which can have a huge effect depending on resolution and minimum light bounces) and tile sizes (different hardware works better at different resolutions, and setting it too high will actually break programs like Blender, costing a lot of time depending how long was spent waiting)
ENGINE Now since we're producing a game, a crucial factor we had to agree on as a group is what game engine we'll be using to produce our game. Thankfully we went with Unity, a software that everyone was familiar with since we did a game jam using it back in our first year when we were still getting to grips with the processes of making a game.
3D In order to produce assets for our game in the way of characters, environments, and props that can immerse the player (seeing as we want to sell a more realistic experience) there's multiple software available to us that we can use. So long as everyone in the group approves of the choice of software and is roughly aware of the workflow surrounding the transfer of models from one place to another, our group essentially has more tools at our disposal that the other doesn't. Accessibility is another factor, with Blender being free to install and start using within a minute or two, whereas 3ds MAX has a relatively steep asking price for commercial use in the way of their license payment plans.
Artistic Requirements
These requirements mainly contribute towards the pre-production of our project and won't have as much of an effect on the final game we're making, seeing as our game is leaning towards a semi-realistic approach with a surrealist setting and setup. That being said, being able to have a rough visualization of what our game, and its world, could look like could easily help with the production of assets that contribute towards that vision.
Resources
For influence and inspiration, we took to Pinterest which has a gargantuan amount of concepts and designs, all adhering to different genres and mediums in both the traditional and digital sense
For a better understanding of how CG art takes form so that we're able to produce work to a similar standard: Sketchfab has the tools and filters that allow us to break down a 3D model and better understand the process behind it. Allowing us to view the wireframe surrounding the surface of the model, separate texture maps
Timescales and Milestones
In our second week of production, we came together as a team to produce a Gantt Plan that'd act as a means to plot the next couple month of production leading up to the inevitable deadline in May.
Contingency Planning/ Skippage
One thing we've been told when plotting our project's production schedule using the Gantt planner is that if things don't go to plan, say we finish a listed job a week prior or end up finishing it the week after, it's never the end of the world so long as it gets done and the
HARDWARE Our studio area (classroom) is outfitted with many high-end computers that allow us to produce high quality work quickly and efficiently! Models with high poly/ triangle counts can be processed with minimal delay, renders take a lot less time to process so long as the software being used has been optimised accordingly and isn't compensating for a lot of unnecessary detail like sample (detail) counts, HDRI maps (which can have a huge effect depending on resolution and minimum light bounces) and tile sizes (different hardware works better at different resolutions, and setting it too high will actually break programs like Blender, costing a lot of time depending how long was spent waiting)
ENGINE Now since we're producing a game, a crucial factor we had to agree on as a group is what game engine we'll be using to produce our game. Thankfully we went with Unity, a software that everyone was familiar with since we did a game jam using it back in our first year when we were still getting to grips with the processes of making a game.
3D In order to produce assets for our game in the way of characters, environments, and props that can immerse the player (seeing as we want to sell a more realistic experience) there's multiple software available to us that we can use. So long as everyone in the group approves of the choice of software and is roughly aware of the workflow surrounding the transfer of models from one place to another, our group essentially has more tools at our disposal that the other doesn't. Accessibility is another factor, with Blender being free to install and start using within a minute or two, whereas 3ds MAX has a relatively steep asking price for commercial use in the way of their license payment plans.
Artistic Requirements
These requirements mainly contribute towards the pre-production of our project and won't have as much of an effect on the final game we're making, seeing as our game is leaning towards a semi-realistic approach with a surrealist setting and setup. That being said, being able to have a rough visualization of what our game, and its world, could look like could easily help with the production of assets that contribute towards that vision.
Resources
For influence and inspiration, we took to Pinterest which has a gargantuan amount of concepts and designs, all adhering to different genres and mediums in both the traditional and digital sense
For a better understanding of how CG art takes form so that we're able to produce work to a similar standard: Sketchfab has the tools and filters that allow us to break down a 3D model and better understand the process behind it. Allowing us to view the wireframe surrounding the surface of the model, separate texture maps
Timescales and Milestones
In our second week of production, we came together as a team to produce a Gantt Plan that'd act as a means to plot the next couple month of production leading up to the inevitable deadline in May.
Contingency Planning/ Skippage
One thing we've been told when plotting our project's production schedule using the Gantt planner is that if things don't go to plan, say we finish a listed job a week prior or end up finishing it the week after, it's never the end of the world so long as it gets done and the
Blog/Vlog Script - Technical/Artistic/Resources/Gantt
Reviewed by Ben Roughton
on
May 30, 2019
Rating:
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