Game Development Reference
In-Depth Information
ii. Environmental effects
1. Decals
2. Smoke
3. Sparks
4. Fire
5. Explosions
6. Etc.
d. Interface Art list
i. Icons
ii. Buttons
iii. Menus
iv.
Windows
v.
Etc.
11. SECTION IX: SCHEDULING
a. Task Lists
b. Man-Month Scheduling
c. Calendar Month Scheduling
d. Milestone Schedule & Deliverables
e. Major Event Planning
i. Trade Shows
1. Trade Show #1
a. Date
b. Materials needed for event
c. Demo description and specifications
2. Trade Show #2
3. Etc.
ii. Special Publicity Events
1. Event #1 (such as “Editors Day�? to show off game)
a. Date
b. Description of event
c. Demo description and specifications
2. Event #2
3. Etc.
iii. PR/Marketing Support
1.
Date when first screenshots will be available
2.
Plan for creating additional screenshots throughout project
3.
Plan for making team available for interviews
4.
Etc.
iv.
Sales Support/Team Support
1.
Demo loop for retail outlets
2.
Other materials
3.
Etc.
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