Game Development Reference
In-Depth Information
explains what parts of the project need to get done before moving on to different
groups associated with the project.
Figure 9.5 shows a rudimentary layout for a production chart to visually help
explain the order in which things are accomplished during production. Getting
organized and laying out the pipeline is actually an extremely constructive part
of the process of conceptualizing and then building a game.
FiGuRe 9.5 Visual pipelines are good to help identify what departments are needed
and when.
Those who are involved in the production can view this visual to see who
has work they need to get in order to move forward, and who in turn receives
their work.
Managers use these charts to help determine how many people to assign
to different parts of the pipeline to help keep the work flowing. An average
casual game takes about 9 months to complete, whereas a big AAA title can
take 18 months or more. Couple those lengths of time with crews that can
range in size from 3 to 300 or more, and the dollars can begin to add up very
quickly, so being organized is essential to a successful production.
The chart presented in Figure 9.5 isn't inclusive because each game tends to
have unique requirements.
A game enters test-
ing, or the alpha
phase, when all
art (even temp, or
temporary pieces)
has been completed
and all code has
been written, allow-
ing a fully playable
version.
production phases
Typically, the main steps in any production are as follows:
preproduction phase The initial game idea is written, and early concept art,
animation, storyboards, and vertical slices are created.
production phase Each major department begins development in earnest from
creation of art assets, to coding and testing every playable piece that is built.
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