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What is Hallowcast? Hallowcast is a Steampunk RPG in which you play as an inventor called John Hallowcast. After one of his inventions turns against him,

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Presentation on theme: "What is Hallowcast? Hallowcast is a Steampunk RPG in which you play as an inventor called John Hallowcast. After one of his inventions turns against him,"— Presentation transcript:

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2 What is Hallowcast? Hallowcast is a Steampunk RPG in which you play as an inventor called John Hallowcast. After one of his inventions turns against him, all hell breaks loose in the city of Aramore. Does John have what it takes to save the day from his own creation.

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7 What we will need Wacom Intuos Pro Pen and touch graphic tablet x3 - £150 Adobe Photoshop x4 - £ DS Max x 2 - £1,160 sE Electronics X1T x1 - £105 Self storage unit for 12 - £10,000 Assets from Unreal game engine 4 – £2000 Total - £14875 However there is a free alternative programme which we could use for 3d modelling known as Blender. For the voice acting we could use audacity, which is a free programme which allows us to edit our voices.

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11 Breakdown of the Gantt chart
Equipment setup- Setting up the equipment at our workplace Idea creation- Brainstorming ideas for mechanics, art styles and other early ideas. Research- Researching how certain assets work, for instance what the mechanism looks like in a pocket watch, and gathering some reference images and texture libraries to be used later in production. Concept art- Creating early sketches of initial ideas to creating game ready concept art used for advertising and some areas in the game (like possibly loading screens). 2D element design- Creating small 2 dimensional assets. Story writing- Producing the story that the game will interactively portray. Character design- Drawing the appearance of characters, thinking of their personality and their back stories. Enemies will also be designed in this section. Map design- Designing the look and layout of the maps as well as environmental features, like weather and lighting. Weapon and tool design- Producing designs for the weapons and tools that will be available to the player in the game, along with some that NPC’s will use. Design of other assets- Designing the smaller assets required to make the world come to life. Examples of these include lampposts and rats. UI design- Designing how the game feels as well as menus and useful information to the player, during run time. 3D modelling- Modelling all the assets that have been previously designed, unless they are 2 dimensional. Texture design- Designing and creating the textures to be applied to the models. Unwrapping and texture application- Un-wrapping the models and applying the textures to the models. Animation- Animating the created models for in game use. Sound design- Listing the sounds we need to produce and how to produce them. Sound production- Creating the sounds we previously experimented with and capturing them with a microphone. Voice acting- Writing the script and recording the voices required in the game. Programming- Coding in Unreal to allow the game to work. Cinematic design- Producing storyboards and designing the composition of the scene for cinematics to be used in advertising and in-game. Cinematic animation- Animating the previously designed cinematics for advertising and in-game. Advertising- Creating posters and releasing cinematics to let people know about the game. QA testing- Testing that the different aspects of the game work and are fun, allowing us to fix them during the QA section.

12 Job Roles Modelling, creating the 3D assets for the game: All Texturing, creating and applying textures to the 3D models: Dan, Patrick Audio creator/ designer, creating and gathering the sound effects: Dylan, Patrick Music Creator, creating and claiming rights for music: Patrick, Dan Concept artist, sketching references for modelling: All Animator, creating the animations for the characters: Dylan, Dan Cinematics, creating the cutscenes and trailers : Marc, Dan Game Designer, coming up with initial ideas for the story, game mechanics and features: All Environment Designer, designing and creating environments and settings: Dylan Marketing, getting adverts and pages out to the public: Marc, Dylan Artist, creating full art for the game and adverts: All Voice Acting, voicing the characters: All Social Media pages: Dan

13 Acquiring resources

14 Risks to the project 1. Risk of employee turnover. 2. Risk of the project not being completed by the deadlines. 3. Risk that the project will not get the required funds. 4. The project ends up costing more than previously thought. 5. The product has issues so bad that it becomes unplayable. 6. The product does not produce a reasonable income. 7. The market in video games changes in an unfortunate way.

15 Contingency plan Attempt to find another person to fill their role.
Extend deadlines to allow us to finish work. I) Attempt to get more funds from publisher. II) Cut costs on equipment, software and assets. III) Use less expensive alternatives to the equipment. I) Stop production to prevent more debt. II) Make an early access version to try and raise funds. III) Try to advertise the game more to get more funds through crowd funding. I) Allow time in schedule to debug. II) Use QA testing to ensure there are as little bugs as possible. I) Attempt to advertise the game more. II) Try to boost sales by putting the game on sale. III) Create DLC-content that people may want to buy. Research into the market to find trends and predict any issues that may arise.

16 Laws Copyright Act 1988 Trademark Act 1994
The rights to a property, giving the creator the rights to its use and distribution. Trademark Act 1994 A trademark is a design or expression which identifies a product from the others.

17 Thank you for Listening


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