With the run up to our group project we have been looking at communication through documents. I never realised that there are so many different document steps in the game production process.
- The pitch
- Idea generation & refinement
- Visual guide (reference swatches, mood boards etc)
- Technical specifications & goals
- Plan of actions/break down, deadlines
One comparative I can make is musicians – When playing music in a group you all have to understand each other, but not everyone understands what a bar is for example. The guitarist thinks a riff is a bar, instead of a pre-chorus it is a called a "little but before the next bit". I know fundamental musical terms, but the point I'm getting at is that not everyone uses the best language, so in a way briefs should be treated as if you were explaining to a chimp (or a punk guitarist), leave all uncertainties out, throw in a photo or a diagram to explain if the point warrants it.
Having a strong brief is like having strong outlines already there and we just fill out the space, if the brief is crap then the goal and process will be crap (if the brief is followed). I've had problems recently following my own briefs for personal projects, not (totally) because I'm lazy or stupid, but because of the reason, the purpose and the expected outcomes and timeframe. For example in my last post I started looking at making a character, I was stumped coming up with a design to fit my initial idea & brief. What I did was rethink the brief, instead of concentrating on my character must have "x" object and look like "y", I went back and filtered what I actually want to achieve
- High poly character
- Female form
- Learn Strip Modelling, zbrush, and retopology/baking to medium poly
- Render and look nice/export
(WIP) So I immediately cut out specifics which weren't integral to these points. Within half an hour of this thinking I drew up an alternative idea/character which I felt was much stronger & appropriate. I converted the idea of having a massive weapon belt to accommodate many swords to the character having six arms. In a way this is a totally different project, but the fundamentals are all there and shining brighter. The reason I don't stipulate an exact result is so that I can explore as I'm going – I'm still learning, and there is a lot to learn, but would be neglecting by repeating the exact processes I already know.
Above I thought for a minute about adding chains and worked out a decent way to do it in 3DS. From this I learned that you can apply (and stack) modifiers to linked/grouped objects – This is amazingly useful to know and would not have known without the leeway to experiment. I think that's what personal projects are all about - exploring & developing.
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