Tuesday, 24 January 2017

Production Schedule

I created the production schedule for mine and Mitchel's project. It contains each activity that each of us will be undertaking each day, sometimes working together and other times working on separate tasks. The production schedule contains a play test day, where we can gather external feedback about our game, so that moving forward we can use said data to influence development. There is also a major progress review in the schedule, situated just before the week that is scheduled for writing, so that if necessary we can use this week to make up for lost time. We chose this particular week as we felt that it was most important to work on the environment and make sure that was at a suitable level, rather than spend time writing.
Here is a link to the production schedule.

Over the six weeks of production myself and Mitchel will have 58.5 hours each of time to work on the project. This is not counting the sessions that we have with Dwayne, due to the fact that during his sessions we do not work on our projects, and this also does not contain the half term week. We have settled upon one milestone per week, so we will have roughly 11 hours per each miletstone.

After researching the pay rate for 3D modelling and environment artists, I found that the average hourly rate falls at around £18 per hour. At this hourly rate, over the course of production I would earn £1053.
The cost of using the two different programs, Unreal Engine 4 and 3DS Max, would be £340 for a two month license for 3DS, whilst Unreal Engine 4 is free to use, you simply have to pay 5% royalties on gross revenue once that number surpasses $3,000.

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