Devlog - Pre-Production


This development log is detailing the work done for pre-production for this project. This includes work done from the Saturday 28th September to approximately Friday 11th October.

Overview:

During pre-production we first produced two game pitches using google slides determining the inspiration for the games, genre, target audience, mechanics, aesthetics etc. We also determined some potential risks involved with creating a game during the current industry climate. After pitching the two ideas we decided to merge the two ideas, taking some mechanics from one and the aesthetics, characters and settings from the other to create a new and unique game idea in the couch co-op genre.

Also during this time we established a slack to communicate on between the programmers and artists, and possibly eventually any audio students we may work with. Furthermore, we established a google drive folder for sharing potential marketing resources for the game whilst also establishing everyone's roles and preferred work within the group.

Additionally we created a GitHub repository for the project in order to have a repo that all the programmers, and possibly any artists and audio students, to push and pull from, this will also be used later in post-production for any in-person testing events we may do since the repo will allow for easy download and pulling of the project. We also established a Kanban-style google sheets where we can track tasks that need to be done generally, as well as more specifically by the different groups creating this game: programmers, artists and audio students. We also created a Gantt chart for the project which will mostly be used during production and post-production for the game.

In addition, we created an in-depth GDD (Game Design Document) for the game, outlining the mechanics of the game (both final version and vertical slice version) as well as narrative aspects of the game and general ideas for the level of the vertical slice and potential final version of the game. We also created a very in-detail TDD (Technical Design Document) which covered the elevator pitch for the game, system requirements, game engine being used to develop the game, visual elements, programming elements, audio elements, global elements (such as menus and loading screens/splash screens) and finally the game architecture with the use of some flow charts and class diagrams. These two documents helped to really create an in-depth picture of the game and to give a guide on how to program and outline the game's development during production.

Along with the marketing plan, we created the social media accounts for our game studio "Anonymous Anteaters." We created accounts for Instagram, Tiktok, and Twitter (X).  

Also we began creating some press kits for the game as well to help market the game during production and post-production however these are and will be a work in-progress during the game's development. 

Within the TDD we also outlined a major asset list, mainly for audio, which will be very helpful when collaborating with any audio students since we will already have a outline of the audio elements that will be needed for the game.

Finally we also created a pre-production presentation detailing: the roles and responsibilities of each member in the team, production milestones, a backlog of the production of the game, as well as the marketing plan for the game's development and release.


Personal:

Harry - GDD, TDD, Kanban setup, Slack Setup, Pitch Presentation, Pre-production presentation, marketing plan, GitHub setup, major asset list, Gantt chart setup, google drive setup for marketing resources.

Ben - GDD, TDD, Gantt Chart Filling, Pitch Presentation, Pre-production presentation, Marketing plan, Social Media Accounts, 

Mackenzie - 

Louis - Narrative design.

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