A well-established workflow in the gaming industry eases the process, makes transitions agile, keeps development control in place, ensures collaborators work harmoniously despite changes in art direction, and keeps our partners confident about rhe outcome.
3D Modeling
Texturing
Animation
Rendering
Concept Art
Shader Development
Rigging and Skinning
Technical Animation
Complete Unreal Engine Feature Coverage
Custom Tool Design and Programming
Blueprint Scripting
Performance Optimization
Work Integration and Testing
Concept Art
Our Approach
A well-established workflow in the gaming industry eases the process, makes transitions agile, keeps development control in place, ensures collaborators work harmoniously despite changes in art direction, and keeps our partners confident about rhe outcome.
Depending on what state of your project is we can help with:
3D Modeling
Texturing
Animation
Rendering
Concept Art
Shader Development
Rigging and Skinning
Technical Animation
Complete Unreal Engine Feature Coverage
Custom Tool Design and Programming
Blueprint Scripting
Performance Optimization
Work Integration and Testing
Concept Art
Concept Art in Gaming Industry
1. Come up with the idea
This can come from anywhere, but most often I want to play a specific type of game but I'm unable to find one like I am looking for. I've also created games for a specific purpose other than to make a great game, such as the fir
2. Research potential demand and competition
So even if the game I want doesn't exist, there are of course going to be games that have at least some similarities, so I look at what they are doing, what features they have, maybe actually play them, and look at what I can find as far as user response and roughly how well they have been selling, and especially what their users are complaining about. Even if you don't have sales number, you can at least look at other numbers such as the total number of reviews.
3. Scope the project
Here is where I sit down and plan out every high feature I want in the game, from the user's perspective, and then break those features down into components of those features. Basically one big outline of the game. If I'm unsure about things I may do more research into other games, or create a prototype. Then I go through all the features and their components and give rough time estimates, and if there are any expenses attached I estimate those as well (such as buying assets or paying a modeler).
4. Plan out the rough order of the project
So I'm happy with the game I want to make, so now I start planning out what order to develop the project. I generally build out features with basic functionality first to try to get as much of the game working at a minimal level as possible, to get to something playable as quickly as I can, and then return to finish developing those features later. If I'm going to be dependent on a 3rd party, such as building models, I start planning when I will need to contract for them in order to get them when I will need to implement them. Sometimes I write this all down, sometimes I just plan it out in my head.
5. Get started
Now that I have a detailed plan of what is going into the game and what to work on first, I just get going on it. As soon as I have something playable I try to draft my friends in to play it, and will make rather trivial changes based on their responses fairly quickly. Anything large I will see about fitting into my plan, and judge whether it is worth adding.
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