Game Development Reference
In-Depth Information
d. Voice
i. Actor #1 lines
1. Line #1. Each line in the game must have a unique identifying filename. This will
help both the recording process and localization. Don't forget to include various
screams, yells, grunts, laughs, and other “non-word�? lines.
2. Line #2
3. Etc.
ii. Actor #2 lines
iii. Etc.
14. SECTION XII: LOCALIZATION PLAN
a. Languages with full text and voice localization
b. Languages with text localization only
c. Text to be localized
i. In-game text
ii. Game interface text
d. Voice to be localized
ii.
(See “Voice�? section of asset list above)
15. SECTION XIII: MAJOR EVENT PLANNING
a. Trade Shows
i. Trade Show #1
1. Date
2. Materials needed for event
3. Demo description and specifications
ii. Trade Show #2
iii. Etc.
b. Special Publicity Events
i. Event #1 (such as “Editors Day�? to show off game)
1. Date
2. Description of event
3. Materials needed for event
4. Demo description and specifications
ii. Event #2
iii. Etc.
c. PR/Marketing Support
i. Date when concept art will be available
ii. Date when first screenshots will be available
iii. Plan for creating additional screenshots throughout project
iv. Plan for making team available for interviews
v. Etc.
d. Sales Team Support
ii.
Projected date of first “sell-sheet�?
ii.
Demo loop for retail outlets
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