Game Development Reference
In-Depth Information
Tech
Now that we have covered everything that is important to explain how your game
works, the last step is to provide numbers and evaluations about what is needed to
make this game (resources, time, and money) and how this game will make a profit,
once shipped.
In this section are enlisted the technical aspects related to the development of the
game.
You put here the information regarding the resolution of the application, the estimated
parameters for graphics and audio assets, the number of assets for graphics (2D and
3D) and audio, animations, and so on.
It is here that you declare the resources required for development (people and soft-
ware), the estimated time required for development, and its cost.
You also explain here how you plan to make money out of your game, by detailing its
business model and the marketing strategy.
Expect to fill this section with charts and diagrams, as it is the clearer way to make
people quickly grasp numbers and trends.
Parts of this section are the budget and schedule. In order to create reasonably ac-
curate predictions of cost (budget) and the project's timetable (schedule), you must
have a relatively complete list of assets (art, sound, screens) and tasks (programming
modules, play testing, project management, and other things people get paid to do).
One of the author's favorite programs to handle budget and scheduling is Microsoft
Project. It is very robust and covers almost all of the features for project management.
It is also expensive, especially if you use the full-featured server version. That said,
there are also a large number of open source project management applications; Wiki-
pedia has an extensive list of them and their capabilities, for more information visit
http://en.wikipedia.org/wiki/Comparison_of_project_management_software .
Screenshot
Provide a screenshot of your game. What do you imagine your game to look like?
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