Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
1.1.2
1. Unit 1 – Pre Production Techniques
for the Creative Media Industry
Pre Production Requirements
2. Aims & Objectives
Aim
• Provide overview of requirements in mobile game pre
production
• Explain how 1.1.2 can be achieved
Objectives
• Decide the method option that you will be using in order to
complete 1.1.2
• Discuss pre production requirements
• Write about pre production requirements
3. Overview of Pre Production Requirements
Finance:
Sources of finance
Uses for finance equipment, transport, talent, crew, materials, facility hire, clearances
Time:
Deadlines
availability of equipment and personnel
timescales for clearances
Personnel:
Size of team
Roles within team and the skills and experience of these personnel
Resourcing of personnel, personnel availability, costs,
Facilities:
Production equipment such as cameras, graphics tablets, computers
Post-production equipment computers
Facility houses
Outsourcing and the availability and costs of this
Materials:
Type original materials, archive and library materials, photo-library materials, sound library materials, internet,
assets, audio, script, animatics, graphics, interviews, costumes, properties, recorded music, sources, costs,
clearances
4. Overview of Pre Production Requirements
Contributors:
Type, e.g. specialists, experts, talent, public; contributor biographies
Locations:
Identification of location
location recces
Limitations and risks, e.g. distance, access, cost, weather
Codes of practice and regulation:
Clearances, e.g. Copyright Protection Society, model releases, location permissions,
legal issues such as copyright
Health and safety
Insurance, e.g. public liability, completion insurance
Regulatory bodies, e.g. Pan European Game Information (PEGI), Entertainment Software Rating Board (ESRB)
Trade associations, e.g. The Independent Games Developers’ Association (TIGA), Entertainment and Leisure Software
Publishers’ Association (ELSPA), British Interactive Media Association (BIMA)
5. Finance - Sources
Banks
Business Loans, credit cards, overdraught facility
Known Investors
Family, friends, wealthy connections
Micro Financing Sites
http://www.kickstarter.com/
Gaming Companies
Existing gaming companies may like your idea. Rather than
invest they may offer to buy the rights to your concepts
Remember to gain any finance it is likely that you will have
to invest some of your own money. You would also need a
thorough business plan.
6. Uses for your finance
• To buy equipment that is essential to
your production
• To buy necessary materials to create
the product
• To hire facility houses like recording or
photographic studios.
• To employ extra personnel
• To pay for peoples expertise
• To pay for clearances (e.g. to use a
specific location or to pay for people to
appear in a production)
7. Time
Deadlines
Meeting the expectations of your client, investor or
your own goals. If there is no end in sight then you will
overspend on production both personally and
financially
Availability
Sometimes you have to work around when people are
available and when you can access equipment. This
means that planning and time scheduling is essential for
any production
Time for clearances
You must allocate time for getting things signed off.
Turning up on the day without prior planning will not
suffice
9. Personnel
Size of your team
Planning the size of your team is essential
If you team if too large you may finish ahead of
schedule, but this may also result in you going over
budget.
Roles within the team
Ensure that roles are relevant necessary and financially
viable.
Project manager / Designer / Programmer / artist
10. Personnel
Sourcing Personnel
Freelancer, full time worker, sub contractor????
Availability & Cost
Personnel is something that must feature in not only
your time planning but also in your budgeting.
Can you afford the personnel you need?
Could you save money with freelance / contract
workers?
When can these people work for you?
11. Facilities
Facilities relevant to your game
What facilities may you need to produce your
game
Computers
Graphics Tablets
Software
Access to studios
12. Materials
Materials you need for production
What facilities may you need to produce your
game
Stationary and art based materials
Sketchbooks
Royalty free online resources
Photo libraries
Sounds
Props
SDKs
Software
13. Contributors
Specialists & Experts in their field
Talent or people to appear in your
production such as actors
Are there members of the public that can
help
If people are contributing they should be
credited for this contribution.
Where would this happen in a game?
14. Locations
Why are locations important?
What would help you to select a location?
What is a location recce and why is it carried out?
Why may some locations be unrealistic?
In the context of a game may we be able to research a location without going
there?
15. Codes of Practice and Regulation
Codes of Practice
These are a set of rules defining how people
working in a particular profession should
behave
Regulatory Bodies
These are people or organisations appointed
by government to regulate an area of activity
such as the production of films