Art Production Plan


This document plus the GDD and TDD are the trio of content-creation documents that must be maintained throughout the project. This is where people will look not only for concept pieces, but also for detailed visuals on all aspects of the game.

  1. Game Name

    1. Copyright Information

  2. Table of Contents

  3. SECTION I: ART TEAM (including areas of responsibility and contact info for each individual)

    1. Art Director

      1. Office phone

      2. Home phone

      3. Cell phone

      4. Email

    2. Animators

    3. Modelers

    4. Texture Artists

    5. Effects Artists

    6. CGI Artists

    7. GUI Artists

    8. External Resources

    9. Etc.

  4. SECTION II: EXECUTIVE SUMMARY

    1. Project Overview from the Art Creation Perspective

    2. Delivery Platforms

      1. PC

        1. Content creation/conversion plan

      2. Console Platform #1

      3. Etc.

  5. SECTION III: BUDGETS (Poly/memory limits for each delivery platform)

    1. Characters

      1. Main character

        1. PC

        2. Console Platform #1

        3. Console Platform #2

        4. Etc.

      2. Allies

      3. Bad Guys

        1. Ultimate Bad Guy

        2. Bosses

        3. Grunts

      4. Other World NPCs

    2. Levels

    3. Weapons

    4. Other Equipment

    5. GUI

  6. SECTION IV: PRODUCTION PATH (A description of how art will be integrated in the game through the following steps)

    1. Requirements

    2. Concept

    3. Model

    4. Skin/Texture

    5. Animation

    6. Integration into the Game

    7. Porting Across Different Delivery Platforms

  7. SECTION V: ART BIBLE (CONCEPT ART/STYLE GUIDE)

    1. Overview

      1. Reference Material

    2. Characters

    3. Environments

    4. Weapons

    5. Equipment

    6. GUI

  8. SECTION VI: FINAL ART (as it becomes available)

    1. Characters

    2. Environments

    3. Weapons

    4. Equipment

    5. GUI

    6. Screenshots, along with a tracking doc that records when each shot was made available, and to whom. This will be especially useful when magazines are requesting exclusive shots that haven't been used before.

  9. SECTION VII: CUTSCENES

    1. Cutscene #1

      1. Storyboard thumbnails

      2. Selected shots from final game

    2. Cutscene #2

    3. Etc.

  10. SECTION VIII: ASSET LIST (This should be maintained in parallel with the list in the game design document)

    1. Model & Texture List

      1. Characters

        1. Player character

          1. Undamaged

          2. Damaged

        2. Allies

        3. Bad Guys

        4. Neutrals

      2. Weapons

        1. Weapon #1

        2. Weapon #2

        3. Etc.

      3. Equipment/Gadgets

        1. Item #1

        2. Item #2

        3. Etc.

      4. Environmental Objects

        1. Object #1

        2. Object #2

        3. Etc.

    2. Animation list

      1. Characters

        1. Character #1

          1. Move #1

          2. Move #2

          3. Etc.

        2. Character #2

        3. Etc.

      2. Mocap List (if applicable )

        1. Actor #1

          1. Move #1

          2. Move #2

          3. Etc.

        2. Actor #2

        3. Etc.

      3. Weapons

        1. Weapon #1

          1. Firing animation

          2. Reload animation

          3. Projectile in flight animation (if appropriate)

        2. Destructible or animated objects in the world

          1. Object #1

          2. Object #2

          3. Etc.

    3. Effects list

      1. Weapon effects list

        1. Firing effects

        2. Hit effects

        3. Etc.

      2. Environmental effects

        1. Decals

        2. Smoke

        3. Sparks

        4. Fire

        5. Explosions

        6. Etc.

    4. Interface Art list

      1. Icons

      2. Buttons

      3. Menus

      4. Windows

      5. Etc.

  11. SECTION IX: SCHEDULING

    1. Task Lists

    2. Man-Month Scheduling

    3. Calendar Month Scheduling

    4. Milestone Schedule & Deliverables

    5. Major Event Planning

      1. Trade Shows

        1. Trade Show #1

          1. Date

          2. Materials needed for event

          3. Demo description and specifications

        2. Trade Show #2

        3. Etc.

      2. Special Publicity Events

        1. Event #1 (such as "Editors Day" to show off game)

          1. Date

          2. Description of event

          3. Demo description and specifications

        2. Event #2

        3. Etc.

      3. 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.

      4. Sales Support/Team Support

        1. Demo loop for retail outlets

        2. Other materials

        3. Etc.

      5. Prerelease Demo

        1. Date

        2. Scope

        3. Content

  12. SECTION X: RECRUITMENT

    1. Current Personnel

    2. Additional Team Members Needed

    3. Schedule for Hiring Additional Personnel

    4. Risk Plan for Handling Delays in Acquiring Additional Resources

  13. SECTION XI: EQUIPMENT BUDGET AND COSTS

    1. Team Personnel with Hardware and Software Toolset

      1. Team Member #1

        1. Hardware

          1. Development PC

            1. Specs

          2. Console Dev Kit

            1. Add-ons (TV, controllers, memory cards, hubs, etc.)

          3. Debug Kit

        2. Software Tools Needed

          1. 2D Art Package

          2. 3D Art Package (+ support?)

          3. Plug-Ins and Add-Ons

          4. Tools and Utilities

          5. Mocap Editing Suite

          6. Other Specialized Software

          7. Etc.

      2. Team Member #2

      3. Etc.

    2. Equipment Acquisition Schedule and Costs (Summary of who needs what, when they will need it, and how much it will cost.)

  14. SECTION XII: LOCALIZATION PLAN (Every effort should be made to keep text that must be localized from creeping into graphics. Even so, some territories may require the development of different art packages.)

    1. Territory #1

      1. Customized models, textures, etc.

    2. Territory #2

    3. Etc.




Game Testing All in One
Game Testing All in One (Game Development Series)
ISBN: 1592003737
EAN: 2147483647
Year: 2005
Pages: 205

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