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Post by echocdelta on Feb 2, 2016 7:51:28 GMT
January 27/16 - Prototype Meeting 2; Tech team has much clearer scope of Phase 1 - User stories/Functions Design to Tech pipeline working - Ground broken by Tech team; started work on Production Project - Phase 1 Gameplay Loops are now set - Stress Testing game concepts (poking holes, asking questions) - All resources now have concise design cards/user stories - Grey-boxing of prototype gameplay area inside UE4 project - All prototype mechanics derived from testing now documented/sorted/categorized - Draft spec and scope 'locked in'; Everyone knows what they're up to - Resource cards and Gems as collectibles added (JOKE) - Art preproduction; material layers and Texture Atlas tests - Gameplay area scale for Phase 1 locked in at 2km x 2km (can shrink or expand, we just need a measured area for tests) - Prototype Skeleton/Character rig tests - Art to Production pipeline tests (Source, updating TFS, task delegation) - Asset list for Phase 1 documented
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Post by 13thGeneral on Feb 11, 2016 14:48:07 GMT
Great insight into the design process here. Having worked in both graphic design and web, and now currently drafting design, it's very interesting to see another field of design. I can see similarities in the structure of procedure and scoping of the project. Thanks for sharing.
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Post by morsealworth on Feb 11, 2016 16:53:44 GMT
January 27/16 - Resource cards and Gems as collectibles added (JOKE) OUCH.
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Post by 13thGeneral on Feb 11, 2016 17:37:27 GMT
January 27/16 - Resource cards and Gems as collectibles added (JOKE) OUCH. Lol. I somehow missed that in my first read-through.
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Post by morsealworth on Feb 11, 2016 18:37:41 GMT
Me too, that's why I only posted it now.
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