How did I deal with…
Planning contents for a Real Time 3D Production Pipeline.
Original Article: https://www.3dartviz.com/skills/skills-management/establishing-guidelines-real-time-pipeline.html
The goal of this project is to develop a general gameplay program in C++, testing it on one prototype level and enabling it to escalate into a whole video game.
I'm developing the General Idea by:
• Choosing a genre (3rd person, adventure, story rich, sci‑fi)
• Deciding to program for PC first, and leaving other platform deployments for post‑production
• Writing a design document including a basic plot, describing the gameplay, core storytelling for tone, mood, and features, for instance:
• What the player has to do to fulfill a mission and progress to the next level.
Writing a Team Plan consisting of:
• Developing Details, like defining goals, audience, graphic design and pre‑production (concept art, storyboards, etc.), setting deadlines, defining mechanics, telling a story, UI contents, where do the assets come from, etc.
• One Game Design Document, including game world, game mechanics, character, story, UI functions, audio, prototype, documentation, etc.
I'm Programming this project using Unreal Engine Blueprints, and their C++ API:
• Prototyping one level using placeholders and refining the programming until it matches the benchmarks I'm setting for the production phase
• Leaving scalable and reproducible programming to C++, and
• On the opposite, leaving the local and level‑exclusive changes to Blueprints, so that we don't have to bother a programmer every time I have to, say, update text chunks in the UI.
I'm creating all Assets from scratch, except for the animations, borrowing MoCap from Unreal's market place and Mixamo.
That means that I'm executing the whole pre and production DCC pipeline (ZBrush, 3DS Max, Maya, Substance, V-Ray, etc.) plus programming, interaction and UI in Unreal Engine.