Every project has a life cycle of it's
own. The role of the Producer is to guide and facilitate their team.
To do this effectively is an art form unto itself, but
the difficulty can be compounded by clients who's enthusiasm for the projects'
potential creates a moving target of expectations.
Here's a comical look at a not-so-fictitious
project to help illustrate what your focus should be and what to expect:
Project: Commando
Attack!
- Multiple Human Characters
- High detail facial expressions
- Dramatic Lighting & Effects
- Powerful weapons
- Rich environments
Work is funded based on an exciting proposal using
a known team that has done 3D games before.
Major focus: General character skeleton to be used
for all characters - pipeline to game engine - playable As Fast As Possible.
Skeleton Rigged
All motion blocked (timing and gross posses
only)
Placeholder geometry for characters (cube boy)
UV's in place - generic grid map used for every
material
Placeholder geometry for environment (cube world)
UV's in place - generic grid map used for every
material
Pipeline tools developed
Game engine in first version
What it looks like:
An ugly, un-lit, completely playable game (ALL
levels mocked up) that runs fairly fast on current HW, with block-head
characters that float around (no final motion) a set made of cubes.
What you have:
A solid art to engine pipeline. A near complete
asset budget and specification that can be changed to take advantage
of real game play advantages discovered under way. Environment
and character collisions are working. Excellent feedback on what
brings the most value for the team to focus on. The game can have
a new build EVERY night. The team is fired up.
Milestone 1 - Managing
Expectations
What you should say:
- This is a working prototype
- We're very pleased to have covered so much
so fast!
- Audio is going to make a big difference.
What you'll hear:
- This is it? Where's the rest?
- Is this the way it's going to look.... ?
- Could it be more 'organic'?
- When will the models be done?
- Aren't you going to use textures?
- Will there be more moves?
Basically, if you don't send them home screaming
- you didn't go low enough. Never show a client what you're working
on today - plan to have versions from week(s) ago. Worst case: You
offer to have another version in 10 days that they can look at to
determine if they can get out of the contract. They'll not believe
you can do anything that fast - the reality is you'll have the work
already. Your team continues unaffected.
__________
Major focus: Lighting and shadows for entire game.
Motion priority list is developed and implemented (Most used motion
gets the bulk of the attention - special case moves are refined somewhat)
Placeholder grid textures are upgraded to layout textures (correct color,
eye's, ear's, etc. in position - very little detail) - cube geometry
replaced rough out models (correct size/mass/outline, few if any details,
about 30% of final resolution). Begin work on Special Effects elements.
Lighting to 90% of final - shadows active.
All motion upgraded (worst to best)
Upgrade Scene Geometry
Upgrade Character Geometry
Create Prop Geometry
Texture files are replaced with actual textures
- simple versions.
Special Effects elements are created for major actions.
Audio is put in for foley - music is being developed
(not in game)
Pipeline tools refined
Game engine refined
What it looks like:
A nicely lit 3D character game with real human
looking mannequins that have on camouflage in clean environments.
The special effects look especially dramatic with the robust lighting.
What you have:
The game now shows it's full scope - but the
team can still make fairly major changes without dramatic impact
to the schedule. The list of work to do is progressing at a much
more even rate - marketing questions and dealing with upcoming
trade shows takes more of your time than overcoming production
problems. The team is getting tired of being held back and everything
looking so 'blah'.
Milestone 2 - Keeping
the job
What you should say:
- Things are progressing as expected
- Motion is still being developed - open to
client input / suggestions
- Lighting is setting the mood / feel / look
- We'd like to have great effects - these are
just the start
What you'll hear:
- Wow, this is SO much better than the last
milestone!
- The motion is looking a LOT more fluid
- The effects really add a lot
- Is this the texture resolution you're going
to use?
- When will the moves be finished?
- When will the models be done?
- The effects really need to be / do.... blah,
blah
- A lot of comments about 'How cool it would
be to.... blah, blah
They showed up expecting to let you go - and went
away patting themselves on the back for getting such a great future
product. The problems now will be to keep the additional attention
from distracting the team.
__________
Major focus: Update the move list to incorporate client
suggestions / desires. Focus FX work (don't just go off on 'just FX')
on what gives you the most. Final set geometry. Look for 'oh cool' opportunities
in Character details / features.
Final Motion
Final Set Geometry
Final Set textures & Lighting
Upgrade Character textures - get ready for last
minute changes
Near final FX
Add in game music
Game engine in first version
What it looks like:
A startlingly rich 3D character environment
that looks more like a 'cut scene' than such an interactive game.
Detailed characters with noticeable features and unique characteristics.
Spectacular effects that fit nicely with the environment detail.
What you have:
Tools for changing / integrating character moves
into the character control engine that allow the animators to
work side by side with the engine programmers to get the best
look / feel for each character action - fast. Audio / music that
makes the most of the non-action sections. Character texture pipeline
for making shading changes across multiple characters fast and
easy. HUGE changes / variations can be made by the team on a day
to day basis. Good, new game scenarios are brought up - don't
get lured into too much. Excitement is starting to peak - everyone's
talking about bonus'.
Milestone 3 - Focus
attention on what works & completion
What you should say:
- The Character details make all the difference
- We'd like sign-off on all the moves
- The FX input you suggested really worked
- there's no more time for additional levels
/ sets
What you'll hear:
- I really love (some character detail)
- The FX look fine the way they are
- One more level / set change is needed
- The characters need one more move / action
- Can (some character detail) be changed?
Now it's all about limiting busy-work details
that would be unplanned overtime. The team is tired, but can see
the end coming. Hours are still not long - but people have started
to spend more and more time in an effort to 'get more in' than is
planned. Look to programming to set limits for this - but don't
let them over extend. Their big push is coming.
__________
Major focus: Make a level lighting change - and tell
the client the set change they requested is done. Heads up display is
usually re-worked here. Menus, interface, etc. are re-designed and implemented
based on new contracts from legal. Trade show demos create unforeseen
features / changes - adapt where convenient. Make character changes
that push the envelope without additional work across the team. Take
high-resolution versions of assets and create marketing materials.
Final lighting
Final Character Geometry
Final Character Motion
Final FX
Tune and Tweak only within NORMAL working hours
up to Final
Make changes as QA requests until time runs out
Ship
Not all projects are known quantities, but there are
more than not.
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