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Apple Run
Production Schedule
An Overview of my initial proposal
The game that I am going to create is going to be a puzzle game which has multiple levels/maps. The gameplay will be set out like an open world game were by the player has to
search the landscape collecting apples. There will a safe zone which the player has to be in at the start of the game and before the timer runs out at the end. Once 10 apples have
been found and collected within level one’s allotted time of 5 minutes, the player can then level up. Each level gets harder by reducing the amount of apples that are available to be
found, making them harder to find, reducing the time they have to be found in and increasing the amount that have to be collected.
For example, level 1 starts with 100 apples making it easier to collect the 5 needed to level up. The time given is 5 minutes and the world used will be fairly simplistic, with minimal
objects to abstract the view of the apples. Level 2 will have 95 apples and players must collect 10 apples in 4 minutes, it will be slightly harder to find them as they will be more
spaced out and some may be hidden.
The game does’t get challenging until level 10 which will see the introduction of the golden apple, this has to be found within the first minute of gameplay, along with then levels
allotted amount of normal apples which is 50 but the time given from this point of increases due to the depth of gamely increasing. Level fifteen sees the introduction of enemies that
have to be avoided, while the player still has a set mission to complete. If they fail to avoid these characters they will die causing them to start the level again.
The target audience for my game would be for children and young teens. I am going to make the game fun and friendly ensuring there is no violence. This is because that kind of
competent and material is not appropriate for such a young audience. Therefore, my main aim is to ensure all content within my game is appropriate for a young audience.
The platform my game is going to be played on is a PC. I have chosen this platform as younger children aged 5 – 11 are more likely to PC access in school or at home then an Xbox or
PS4. Therefore, the PC is the most accessible platform to choose for the type of audience I have playing my game. However, the game will be released on Xbox and PlayStation later in
the year as I can reach a more diverse section of my target audience by doing this.
My plan of action has five steps which are; Research, Planning and Design, Test and Launch. I am planning my game by writing the purpose, description, audience, genre and platform,
which is on this document now. This will help me to plan out my game and suit it to the descriptions that I have made. I will design my game by creating storyboards, and visuals
appropriate to my game. The storyboard will allow me to draw pictures of the game whilst writing underneath the pictures what the description of the picture is and what is
happening in the picture. I will create my game on Kodu, which will help me keep up with the theme of Kodu. I will test my game using both Alpha and Beta testing methods at the
end of the planning and design stage.
Key dates and the final deadline with
contingency plan
Key Dates;
1st December 2017 – Production Begins
 Research
Begins 1st December 2017 - Ends 5th December 2017
Research;
Game Ideas
Genre Types
Target Audiences
Game Aim
Types of Code
Game Difficulty Choices
 Planning and Design
Begins 1st February 2018 - Ends 31st June 2018
Planning/Design;
Game Decision
Code Choice
Target Audience
Coding
Development
 Testing
Begins 1st July 2018 - Ends 4th December 2018
Testing;
Alfa testing
Bata testing
 Launch
Begins 4th December 2018 - Ends 31st May 2019
Launch;
Publishing
Distribution
1st January 2019 – The Game is Published Exclusively for Apple App Store
1st June 2019 – The Game is Published On other Platforms
Tasks
Extra Time
awarded
Contingency
Launch Date
Research 2 Week
4th April 2019
Planning and Design 7 Weeks
Testing 5 Weeks
Launch 1 Week
Below is a copy of the contingency plan that is enforced if and when needed, once production has begun.
The main production process allows ample time for each task to be complete but if however personnel involved with creating
the game fine they need extra time for any reason they can enforce the contingency plan.
This plan works by adding an extra 17 weeks to the production schedule, which allows enough time to ensure the game is
finished and working accordingly before its published. However this means the original publishing date will not be met I have
therefore estimated that if the contingency plan were to be brought in the Publishing data would be on the 4th of April 2019.
Research
(1st December 2017 - 5th February
2018)
Description of the Task Why is this included
How Long will
this step take
(weeks)
1. Game Ideas
During this time ideas on what the game, should include
and should not include are researched and discussed
between the personnel who will be involved with creating
the game. Any changes to the original game idea will be
made during this time period.
This is done to ensure the game idea is original and not a
forgery and that the game scenario can be created in the
way that creators what it to be portrayed 3
2. Genre Types
This research task is to give each game idea a specific set of
genres. I also want the team to look into the newly created
game genres and see how we can fit our game ideas into
them.
This is part of my production schedule as I want to ensure I
apply sufficient time to research gaming genres and what
makes a game fit under that particular genre brief.
2
3. Target Audiences
During this task there will be research done into the
demographics of different audiences and how they fit in
with our game ideas.
It helps to distinguish the demographics of the people our
game is best being aimed towards. 2
4. Game Aim
This will be reserch don’t to create documentation created
outlining the main aims of the game and what we as
creators and develops are aiming to achieve from
producing the game.
This is an important step to ensuring the games skeleton;
basics are mapped out before any planning and design takes
place.
3
5. Types of Code
During this task, coders and designers will be researching
the different types of code that can be used to create the
game.
This task is competed to ensure the original game ideas can
be created as realistically as possible and the research into
different types of code means designers can find the best
suited code type to meet this criteria.
5
6. Game Difficulty Choices
This task will help to determine how difficult each level
should be based off each target audience I have researched
for my game ideas.
This is to ensure that the game is not to difficult for its
intended target audience. 2
Planning and
Design (1st February
2018 – 4th June 2018)
Description of the Task Why is this included
How Long will
this step take
(weeks)
7. Design Decision
This stage will be were I make a definitive decision on the
final game idea I want to create including everything that I
want to feature in it. I will produce more accurate storyboards
and visuals based of the gameplay I have chosen.
This is included as a step because without it, it would be
hard to execute further stages of production like coding and
development.
2
8. Code Choice
During this task coders and management will decide which
types of code are appropriate for the gameplay I have chosen.
This is a necessary step to determine what work has to be
completed further down the production line of the game. 2
9. Target Audience
This step is a repeat of step 3 of the research section of the
production plan yet this time it involves a more detailed
outline of the specific genres that the final game idea come
under.
It outlines clearly the demographics of the people our game
is being aimed towards and gives us an accurate age range
to work with.
2
10. Coding
Coding is the games script written by a platformer/coder, it
can take anywhere form a few weeks to a few months
depending on how many levels the game has.
This is the most important stage of production as this is
were the gameplay is written and the game come to life. 17
Testing
(4th June 2018 – 11th
November 2018)
Description of the Task Why is this included
How Long will this
step take (weeks)
12. Alpha
This is the first type of testing that any game has to have done.
It is performed by test engineers and employees. It focuses on
testing the game and ensuring all sections work as they should.
It helps to improve the quality of the product and
ensure its ready to move onto the beta testing. This
testing stage eliminates the majority of bugs and
crashes.
15
13. Beta
This is a type of testing that happens in the real world with real
customers were they get to sample the game before its release.
The feedback that is received can cover every element of the
product.
The main aim of this testing is to help creators improve
the quality of the product, and by integrating customer
input on the complete product this can be achieved.
Further this stages ensures the game is ready for
release.
6
Launch
(12st February 2018 – 31st
January 2019)
Description of the Task Why is this included
How Long will this
step take (weeks)
14. Publishing
During this stage my game is going to be released to the
exclusive audience; Apple app store after only a week of
marketing. Theses are the publishers for my game. A further 7
weeks of marketing will continue while the game is live, this will
again be done by the publishers.
This is an important stage as it means that the game
can go on sale to the public and Marketing for the
game can take place.
8
15. Distribution
This is usually a long period of time were the game is distributed
to the public on a specific platform format only.
During this stage my game will only be available on the
Apple app store exclusivly. 13
Complete details of all the personnel involved,
including their roles, responsibilities and skills
Personnel involved Description of their role What they will be working on for Apple Run
Designers A game designer is a person who designs the games gamplay, rules and
structure before the input of anyone else. They are the original source for
the game idea.
They will be based throughout the production process overseeing each
element to ensure it is complete as true to the original game idea as
possible.
Artists A game artist is a visual artist who creates video game art. The artists will come in during the Planning and Design stage and they will
be responsible for creating storyboards and associated visuals.
Programmer A game programmer also known as a coder, is a software engineer who's
primary job is to develop video games or related software such as game
development tools, which will be used by others to create games.
The programmer will be doing all of the games coding during the Planning
and Design stage.
Level Designer A level designer is a person who creates the levels, challenges or missions
for the game using a specific set of programs.
The Levels designer will work both during they research and Planning and
Design stage to ensure the levels fit the target audience and aren't to
difficult. They will also work with the artists to make each level realistic
based of the designers original views.
Sound engineer Sound engineers are technical professionals responsible for sound effects
and sound positioning.
They will be responsible for creating a background theme to the game
which will happen during the Planning and Design stage.
Marketing/Publishing
Team
The publishers are a company who have take on the recpocibility of
publishing the game and are usually separate form the developers The
publisher's marketing team targets the game for a specific market and then
advertises it.
The marketing team will be responsible for a 8 week period were the
game will be marketed to the target audience. The publishers, Apple are
responsible for getting the game live at the correct time.
Gantt Chart to show Production Process
Gantt Chart to show Budgeting

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Interdisciplinary_Insights_Data_Collection_Methods.pptx
 

P5-B-ProductionPlan-BethanyBlackburn

  • 2. An Overview of my initial proposal The game that I am going to create is going to be a puzzle game which has multiple levels/maps. The gameplay will be set out like an open world game were by the player has to search the landscape collecting apples. There will a safe zone which the player has to be in at the start of the game and before the timer runs out at the end. Once 10 apples have been found and collected within level one’s allotted time of 5 minutes, the player can then level up. Each level gets harder by reducing the amount of apples that are available to be found, making them harder to find, reducing the time they have to be found in and increasing the amount that have to be collected. For example, level 1 starts with 100 apples making it easier to collect the 5 needed to level up. The time given is 5 minutes and the world used will be fairly simplistic, with minimal objects to abstract the view of the apples. Level 2 will have 95 apples and players must collect 10 apples in 4 minutes, it will be slightly harder to find them as they will be more spaced out and some may be hidden. The game does’t get challenging until level 10 which will see the introduction of the golden apple, this has to be found within the first minute of gameplay, along with then levels allotted amount of normal apples which is 50 but the time given from this point of increases due to the depth of gamely increasing. Level fifteen sees the introduction of enemies that have to be avoided, while the player still has a set mission to complete. If they fail to avoid these characters they will die causing them to start the level again. The target audience for my game would be for children and young teens. I am going to make the game fun and friendly ensuring there is no violence. This is because that kind of competent and material is not appropriate for such a young audience. Therefore, my main aim is to ensure all content within my game is appropriate for a young audience. The platform my game is going to be played on is a PC. I have chosen this platform as younger children aged 5 – 11 are more likely to PC access in school or at home then an Xbox or PS4. Therefore, the PC is the most accessible platform to choose for the type of audience I have playing my game. However, the game will be released on Xbox and PlayStation later in the year as I can reach a more diverse section of my target audience by doing this. My plan of action has five steps which are; Research, Planning and Design, Test and Launch. I am planning my game by writing the purpose, description, audience, genre and platform, which is on this document now. This will help me to plan out my game and suit it to the descriptions that I have made. I will design my game by creating storyboards, and visuals appropriate to my game. The storyboard will allow me to draw pictures of the game whilst writing underneath the pictures what the description of the picture is and what is happening in the picture. I will create my game on Kodu, which will help me keep up with the theme of Kodu. I will test my game using both Alpha and Beta testing methods at the end of the planning and design stage.
  • 3. Key dates and the final deadline with contingency plan Key Dates; 1st December 2017 – Production Begins  Research Begins 1st December 2017 - Ends 5th December 2017 Research; Game Ideas Genre Types Target Audiences Game Aim Types of Code Game Difficulty Choices  Planning and Design Begins 1st February 2018 - Ends 31st June 2018 Planning/Design; Game Decision Code Choice Target Audience Coding Development  Testing Begins 1st July 2018 - Ends 4th December 2018 Testing; Alfa testing Bata testing  Launch Begins 4th December 2018 - Ends 31st May 2019 Launch; Publishing Distribution 1st January 2019 – The Game is Published Exclusively for Apple App Store 1st June 2019 – The Game is Published On other Platforms Tasks Extra Time awarded Contingency Launch Date Research 2 Week 4th April 2019 Planning and Design 7 Weeks Testing 5 Weeks Launch 1 Week Below is a copy of the contingency plan that is enforced if and when needed, once production has begun. The main production process allows ample time for each task to be complete but if however personnel involved with creating the game fine they need extra time for any reason they can enforce the contingency plan. This plan works by adding an extra 17 weeks to the production schedule, which allows enough time to ensure the game is finished and working accordingly before its published. However this means the original publishing date will not be met I have therefore estimated that if the contingency plan were to be brought in the Publishing data would be on the 4th of April 2019.
  • 4. Research (1st December 2017 - 5th February 2018) Description of the Task Why is this included How Long will this step take (weeks) 1. Game Ideas During this time ideas on what the game, should include and should not include are researched and discussed between the personnel who will be involved with creating the game. Any changes to the original game idea will be made during this time period. This is done to ensure the game idea is original and not a forgery and that the game scenario can be created in the way that creators what it to be portrayed 3 2. Genre Types This research task is to give each game idea a specific set of genres. I also want the team to look into the newly created game genres and see how we can fit our game ideas into them. This is part of my production schedule as I want to ensure I apply sufficient time to research gaming genres and what makes a game fit under that particular genre brief. 2 3. Target Audiences During this task there will be research done into the demographics of different audiences and how they fit in with our game ideas. It helps to distinguish the demographics of the people our game is best being aimed towards. 2 4. Game Aim This will be reserch don’t to create documentation created outlining the main aims of the game and what we as creators and develops are aiming to achieve from producing the game. This is an important step to ensuring the games skeleton; basics are mapped out before any planning and design takes place. 3 5. Types of Code During this task, coders and designers will be researching the different types of code that can be used to create the game. This task is competed to ensure the original game ideas can be created as realistically as possible and the research into different types of code means designers can find the best suited code type to meet this criteria. 5 6. Game Difficulty Choices This task will help to determine how difficult each level should be based off each target audience I have researched for my game ideas. This is to ensure that the game is not to difficult for its intended target audience. 2
  • 5. Planning and Design (1st February 2018 – 4th June 2018) Description of the Task Why is this included How Long will this step take (weeks) 7. Design Decision This stage will be were I make a definitive decision on the final game idea I want to create including everything that I want to feature in it. I will produce more accurate storyboards and visuals based of the gameplay I have chosen. This is included as a step because without it, it would be hard to execute further stages of production like coding and development. 2 8. Code Choice During this task coders and management will decide which types of code are appropriate for the gameplay I have chosen. This is a necessary step to determine what work has to be completed further down the production line of the game. 2 9. Target Audience This step is a repeat of step 3 of the research section of the production plan yet this time it involves a more detailed outline of the specific genres that the final game idea come under. It outlines clearly the demographics of the people our game is being aimed towards and gives us an accurate age range to work with. 2 10. Coding Coding is the games script written by a platformer/coder, it can take anywhere form a few weeks to a few months depending on how many levels the game has. This is the most important stage of production as this is were the gameplay is written and the game come to life. 17
  • 6. Testing (4th June 2018 – 11th November 2018) Description of the Task Why is this included How Long will this step take (weeks) 12. Alpha This is the first type of testing that any game has to have done. It is performed by test engineers and employees. It focuses on testing the game and ensuring all sections work as they should. It helps to improve the quality of the product and ensure its ready to move onto the beta testing. This testing stage eliminates the majority of bugs and crashes. 15 13. Beta This is a type of testing that happens in the real world with real customers were they get to sample the game before its release. The feedback that is received can cover every element of the product. The main aim of this testing is to help creators improve the quality of the product, and by integrating customer input on the complete product this can be achieved. Further this stages ensures the game is ready for release. 6 Launch (12st February 2018 – 31st January 2019) Description of the Task Why is this included How Long will this step take (weeks) 14. Publishing During this stage my game is going to be released to the exclusive audience; Apple app store after only a week of marketing. Theses are the publishers for my game. A further 7 weeks of marketing will continue while the game is live, this will again be done by the publishers. This is an important stage as it means that the game can go on sale to the public and Marketing for the game can take place. 8 15. Distribution This is usually a long period of time were the game is distributed to the public on a specific platform format only. During this stage my game will only be available on the Apple app store exclusivly. 13
  • 7. Complete details of all the personnel involved, including their roles, responsibilities and skills Personnel involved Description of their role What they will be working on for Apple Run Designers A game designer is a person who designs the games gamplay, rules and structure before the input of anyone else. They are the original source for the game idea. They will be based throughout the production process overseeing each element to ensure it is complete as true to the original game idea as possible. Artists A game artist is a visual artist who creates video game art. The artists will come in during the Planning and Design stage and they will be responsible for creating storyboards and associated visuals. Programmer A game programmer also known as a coder, is a software engineer who's primary job is to develop video games or related software such as game development tools, which will be used by others to create games. The programmer will be doing all of the games coding during the Planning and Design stage. Level Designer A level designer is a person who creates the levels, challenges or missions for the game using a specific set of programs. The Levels designer will work both during they research and Planning and Design stage to ensure the levels fit the target audience and aren't to difficult. They will also work with the artists to make each level realistic based of the designers original views. Sound engineer Sound engineers are technical professionals responsible for sound effects and sound positioning. They will be responsible for creating a background theme to the game which will happen during the Planning and Design stage. Marketing/Publishing Team The publishers are a company who have take on the recpocibility of publishing the game and are usually separate form the developers The publisher's marketing team targets the game for a specific market and then advertises it. The marketing team will be responsible for a 8 week period were the game will be marketed to the target audience. The publishers, Apple are responsible for getting the game live at the correct time.
  • 8. Gantt Chart to show Production Process Gantt Chart to show Budgeting