Pre-Production

Pre-production one of the most important aspects of any major project and it’s involved in most any media production. Pre-production is the process of planning and organizing the various elements of the production, including budget, team construction and hardware/software acquisition.

For my pre-production example, I shall be be creating a game. The game is called Upgrade. Its a 3D 3rd person action-puzzle game in which the player exploits the environment and the enemies to ‘Upgrade’, thus creating solutions to progress though the stage. Since the game is in a sci-fi setting, collecting pictures of props to reference may tricky. Of course, inspiration for in-game assets can found in the real world, so it wouldn’t be a total loss to find pictures of factory floors, modern machinery and high-tech military hardware… getting permission for that last one might be tricky, though. During a AAA media production, artists would be sent on ‘reckies’ across the world (depending on what the game demands) for inspiration and to observe real-world examples of what they are trying to replicate in their game.

Equipment is one of the biggest (and can certainly be the most expensive) ingredient in production. For the hardware for my specific project, a tablet is required to effectively create concept art and textures for game assets, and a good sound recorder to create the SFX. Of course, the most important aspect of game production is the computer hardware. Depending on what you aim to achieve, you may require higher specification PC. For these circumstaces, a custom-built PC can be used to get really specific specifications for certain progams, but the majority of the time a high-end PC of the shelf works just as well.

When it comes to creative media, I’ve plenty of experience with the visual aspects of design, such as concept art, artistic style and modelling. I am, however very lacking in any sort of coding knowledge and require a programmer to help create me game. If you are going big, a marketing campaign is crucial to get as many people buying your product as possible. Sound designers are very important and often very under appreciated, sound technicians who can record real-life objects and work them into your game always create a more visceral and immersive experience. Payment of course depends on the level of skill required.

Materials for in-game assets and certain hardware can be found most anywhere, however sometimes you require certain specific things. Sounds can be found anywhere on the globe and all of them have applications in games. Programs for creating materials for models can be achieved with many different programs, such as the staple Photoshop, or use of other programs like Paint Tool SAI, Painter or Paint.NET. All these programs require certain hardware specs. The more powerful the program, the more computer resources it will use.

Without a production schedule, a large project can quickly become a disaster. I’m seriously not the best at organizing things, and I’m even worse at managing my time. A production schedule dictates when certain aspects of the game should be finished, and ultimately when the game is going to be released. It helps the team keep a steady head and remain organised. During AAA game development, certain publishers/companies (EA) may demand unrealistic deadlines for the completion of games, and this the game isn’t completed to a satisfactory standard. In most indie-game companies though, a release deadline is rarely in place, as development is often uneven and stretched out over long periods of time.

Locations are far more important in videogame development then one might think. During AAA game development, artists and designers will more often than not (depending on the type of game) go out to real-world locations to take pictures or observe certain items. This real-world inspiration can really make a game feel all the more realistic. In my situation, I will be developing the majority if my game inside either at home or in college. Because I’m making a sci-fi game, there exists very little in the real world to compare to or use, so there is no real reason to go outside. Ever.

Paperwork is unfortunately and essential part of any project. The most initial piece of paperwork you should make is that of a budget sheet. A piece of paper detailing any equipment, supplies or personnel you need for you project, and tot up the cost. The rest of the paperwork is generally consists of creative work, such as storyboarding, proposal/idea lists and scripts. Having an established list of needed features and even an order to produce them them can really help foucus a team and have them work more effectivley. The creative writing such as scripts and storyboards helps shape the world you are trying to produce, and helps the designers and artists ahdere to a certain artistic style.

Code of practice can be a swift and painful end to your project if you are careless. The easiest one to get caught out on is the use of copyrighted materials. Anything can be copyrighted, from music and materials, to sounds and models. It’s important to recognise if you are breaching any sort of creative law, as creating something that has too similar a likeness to something else can lead to a serious suing. Health and saftey oversees the well-being of your employees, and even just the people around you (If you are filming in a public place, for example). If anyone is injured as a result of anything you own (cameras, chairs compters ect.), that particular person may choose to sue you for compensation.

The PEGI system is also something to be wary of when undertaking this kind of project. PEGI is the Pan-European Game Information system. It’s designed to help inform consumers about the content of the product, and also to moderate the product away from audiences for which it may be inappropriate. A game that features content such as horror, violence or sex is going to be moderated to consumers of 18+ only, and certain shops may refuse to stock your game entirely, leading to a far smaller consumer base and ultimately less sales.

TIGA is The Independent Game Developers Association. It’s a commercial and trade association that works with governments and businesses across Europe in an effort to make provide business opertunities for independent developers, making it easier produce and sell their product. TIGA  hold high voices in places of politics, using this to improve the commercial environment for game developers in the UK and across Europe.

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