Wednesday, 19 January 2011

Constraints


What problems have I/will I encounter? - There have been a few problems I've already encountered in the planning and discussing stages, such as team members not pulling their weight, glitches in programs that we were using to discuss ideas (3D Studio Max especially).

I'm sure we will encounter more problems on the road to victory, so I shall keep updating this post. :)

How will the team work together/or not? - We will work together by spreading the load between us as: an environment, 3 characters, a car, sound, a research facility, aztec building and a camp all need to be built. We decided the best way to about this is by trying to spread it as evenly as possible but also spread it so everyone is doing something that they are 'better' at. This will ensure that the trailer is done to the best of our ability. ^.^

Organisation, who is doing what and when for the client? - I'm doing the research facility, a main character (either Steven or Ella) and most of the sound. Kieron is doing 313 (little girl), the surrounding forest, and aztec temple. Scott is doing the car, the road and a character. Yousaf is doing the camp site and is also a level editor. Ricky is the Quality Assurance guy who see's if everything works and isn't broke and stuff :D

Financial/budgets, How much would a project like this cost to produce? – A project like this could cost anything from a few thousand pounds to a few million pounds.

Legal, copyright, IP's, Patents? – You have to take into consideration copyright and legality. You cannot use someone else’s work in your own without permission, and even then you may need to require a sample and/or give credit to its owner.

Deadlines - We don't have a set deadline, but we are aiming to finish at around the end of April/'beginning on June so we have enough time at the end of it to fix any hiccups. :)

Resources Available – You will need programs such as 3D Studio Max, Adobe Photoshop, Cubase, Adobe Premiere and Sony Vegas Pro. You will also need substantial amounts of fast-render capable computers, unless time is not of the essence.

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