Tuesday, April 24, 2007

Feedback and points to be noted!

Hey guys!
Some few points to be noted in terms of how we should be working and how people have coped with things in the previous years and how we should overcome issues that they've had..

On a large scale, we've decided to hold meetings every Monday, Wednesday and Friday at 9:15 AM before we kick off work for the day to discuss issues and be kept in the loop of whats happening, whats happened and whats about to happen. So please make sure you're there =) We start off on the 27th (Friday) with our first meeting!

Apart from that, we've tried breaking down issues related to each team, so here you go!

CONCEPT TEAM:
- Need to communicate clearly to the rest of the group about whats kept in and whats kept out from the project.
- Concept/Design Document should carry enough ‘instructions’.
- The Design Document needs to be bound so that it is not dispersed among everyone. No one should be allowed to take it outside the studio at any point in time.
- Concept art and sketches need to be developed, particularly for 3d models.
- A tight color palette needs to be developed.
- Engine Team needs to see the final Design Document from the Concept Team in the first week.

PRODUCTION TEAM:
- Sound should be tested in the space early on. Crucial, as it might pose problems at a later stage.
- Lighting should not be a last minute decision.
- Need to know about “poly count”.
- Assets. It might be a difficult transition between the Production Team and the Engine Team of assets. There could be someone who is in a ‘hybrid’ position that is responsible for textures and models between the two teams. There were some technical problems in the previous years with textures on models and mesh’s that caused delays.
- Don’t give Engine Team anything that is not completed. Engine team should not end up making models etc, production type tasks. Assets should not trickle in late posing problems for the Engine Team who might find difficult to keep track of at the last moment.

ENGINE TEAM:
- Try and finish as much testing as possible at the start.
- You could always approach John, Jeremy, Sam Howie, Christian, Toshi, Gavin McD, etc. for help if they have time and are willing to help. Might prove very useful.
- Engine Team needs to see the final Design Document from the Concept Team in the first week.
- Gathering of resources came very late to the Engine Team, resources not gathered into the one package.
- Breaking up the labour in the Engine Team is good i.e. Someone for emitters, someone for programming, someone for triggers, etc.
- Engine Teams previously have been ‘pressed for time’ and so had little contact with Director. Make sure this is not the case and that the team is in constant touch with the Producers and the Director.
- Should not work until the end. Should test, tweak and edit for a few days at the end.

- Jeremy’s room project might prove helpful for the Engine Team’s knowledge.
- John’s built a level that explains gameplay basics, jump heights, world units, etc. Please ask him for details, so that you can test that out!

More later, seeya guys =)
James and Aarthi

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