Wednesday, April 20, 2005

Looking good!

And now a word from last year's producer, who STILL has the occasional nightmare about the HOP project :)

Our (Justin's, Darren's and my own) observations at this point are that you are doing an aweome job. There is absolutely no lack of creative energy and enthusiasm in the crew and for that you should be congratulated. But before you pat yourselves on the back too much, I'd like to switch into broken record mode for a moment...

KEEP IT SIMPLE!!!! YOU'RE RUNNING OUT OF TIME ALREADY!!!!
KEEP IT SIMPLE!!!! YOU'RE RUNNING OUT OF TIME ALREADY!!!!
KEEP IT SIMPLE!!!! YOU'RE RUNNING OUT OF TIME ALREADY!!!!
KEEP IT SIMPLE!!!! YOU'RE RUNNING OUT OF TIME ALREADY!!!!
KEEP IT SIMPLE!!!! YOU'RE RUNNING OUT OF TIME ALREADY!!!!

The concept and the map of Paledia look fantastic but refer to the previous comment for my opinion on it's creation. There's nothing wrong with shooting for the stars, but you need to make sure you're aiming properly. It's FAR better to construct something that works and then dress it up than it is to construct something complex and run the risk of having it look average because it takes so long to make and test it.

You are in the second week of production. By THURSDAY the co-producers and the director need to have in their hands...

a) a COMPLETE list of assets to be made/modelled/included/implemented within the city (ART TEAM)
b) an accurately measured schematic of the city including all buildings, paths, hallways, traintracks etc etc (DESIGN TEAM) that the engine team can begin to plan and build as much as possible.
c) a FINAL FINAL FINAL script/narrative walkthrough of the game (NARRATIVE TEAM) I can't stress this one enough

A few notes...

PRODUCERS/DIRECTOR - You need to organise file naming conventions and set aside one of the macs in the lab as a spot for saving all the files to. This mac will need to be in contact with the PC's once the engine team are looking for assets. You should also make backups of your work as you go. Files get corrupted and lost etc etc... Don't think it can't happen, just ask Justin about his minor project! Murphy's law of animation... Anything that CAN fuck up, WILL, when there's about 20 minutes until your deadline.

NARRATIVE TEAM - Sound sound sound... Ever watched TV with the sound off? Notice how it loses a lot of it's impact? There is a box of CDs in the studio with many many sounds on them which if you decide to use you will have to PAINSTAKINGLY search through and source everything from footsteps to creaking doors to wind blowing to running water. IT TAKES A LONG TIME!!!! Plus the engine team needs to implement every sound into the city one at a time.

You're having voice over!?! That's AWESOME but get onto it NOW! Take it from me, IT TAKES A LONG TIME. I spent 3 weeks in the sound booth recording and sampling all the voice work for my major production. That does not include any of the foley (Sound effects) or music which took about another 2 weeks to finalise. That's FIVE weeks. How long is this project again?

DESIGN AND ART - Please talk to your team leaders and your producing/directing team or myself or Justin or any of the lecturers if there is ANY confusion about your roles. Working together will inevitably mean tasks will get passed around but make sure you're not doing someone else's work for them as well as your own.

ENGINE TEAM - Get some sleep this week. You'll be getting less and less over the next few weeks and whether you like it or not it will ALL come down on your shoulders in the last week!

OK. That's enough from me for now. Remember...

COMMUNICATION... and... KEEP IT SIMPLE!!!! YOU'RE RUNNING OUT OF TIME ALREADY!!!!

1 Comments:

Blogger JustinFoo said...

Thanks for saying this before me dude. I was just about to sit down and start typing. You've pretty much said it all now. WooHoo!

4:36 PM  

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