RAGE RUSH | FMP
Pre-Production
In my Pre-Production, I will have planned out each segment of the development process in order for a successful execution of the game and its creation. This including time plans, folder organisation, concept art, level layouts and asset lists as well as many other segments where needed.
Pre-Production Slides
Pre-Production Analysis
Throughout the pre-production process of creation within RAGE RUSH, I evaluated the idea for RAGE RUSH and summarized the process of getting to my final piece. To begin, I made a weekly planner; scheduling what I was to do within that week allowing me to stay efficient in my workflow. Although of course there were setbacks such as bugs or changes within Production but it kept me consistent and focused as to what was significant and what was insignificant toward the final project. This approach is very ideal toward workflow and keeping on track as by having the bare minimum for your game identified and being worked on, it allows you to stretch your mind and final piece to beyond that in a manner you know you're capable of.
Alongside this, my asset list proved helpful in a similar fashion to the week planner as it let me keep track of what assets I had finished, within production or haven't started yet. This allowed me to create all necessary models in a time space so that when I had to make the level design, I knew where I could place the models; what I could do with them and if they can be duplicated into future levels. Likewise to the weekly planner, there were setbacks at times such as glitches in integration such as scaling however in its entirety it was useful.
Lastly, the organisation of my folders within Unreal Engine meant it was simple to integrate blueprints, models and other assets into my game while also keeping track of what I had and didn't have within my game. Additionally, naming them accordingly such as blueprints starting with "BP_" or animation sequences with "Anim_". This is something I have done for a while so sticking to it has continued to cause improvement to my workflow. Due to this, it has eliminated the negative impact which would have been taking the time to rename the assets but as I name and sort my assets when they're created; it is done naturally.