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Developed by ŠPullarity Studios

Technical Document

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Contents

Development Environment o Target Hardware o Development Tools/Engine o File Formats Task Breakdown o Milestones Personnel o Key Roles o Explanations Business Plan o Background o Costs o Audience o Projected Sales

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Development Environment Target Hardware When deciding upon the target hardware there were various aspects to take into consideration market shares, growth trends, consumer spending habits all of which should be considered with regard to the target regions. In this case these will namely be the usa and the UK. While doing research it there were some interesting facts that came to light about the worldwide market shares for the mobile os.

As seen above the global market share for Sybian dominates and shows no sign of retreat, an interesting point would be the dip in Ios shares and the large increase in both RIM and Android.

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


However when we look at the UK market we can see that Symbian is almost none existent with the android pulling a disappointing share. The Ios on the other hand is show that though diminished it still has a strong foothold in the UK despite RIM making steady progress in the area.

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


As seen in the lower graph on the page over we can see that that once again the world leader is struggling to make the top 8, it is at this point that Symbian will no longer be considered as a possible target for the project due to its lack of presence in the target markets. In contrast to the UK market the Ios has dropped considerably while the Android has leapt up. Upon inspection of the figures it would seem that the three primary contenders would be Ios Android and Rim. After further deliberation it was decided that as on the whole the Ios users have greater spending habits followed closely by the android that these would be the target platforms. First the Ios, then following the Android at a later date due to stability. Development Tools/Engine The engine to be used is to be Unity with the relevant additions. This was decided as a result of its high ease of use to facilitate speed to market and high portability to other platforms. For the animation and creation of graphics Llightwave will be used due to the animators familiarity with the tool. The Sound/music will be processed with Audacity. File formats Type ( eg 3D model )

5

File extension ( eg .txt )

3D Model

.lwo

Bitmap Images

.bmp, .jpg, .png

Music/sound

.mp3, .wav

Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Task Breakdown Below is the project development plan ( Over 12 months ) The plan outlines all tasks which must be completed during the course of the games development by each member of the team.

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Milestones Programming Milestones When each phase is complete a further goal is added in the coding schedule Start research into the game engine agreed to engineer the game The sections of the game which require more thought in regards to programming Test the code which has been produced and make note of things to alter for the final version Being Coding the final games actions in order to test and finally sell to the public Carry out final testing on the software and act on the feedback Refer to the Programming schedule over 12 months PAT Prototype (Beta version Demo) The generic code should be tested in the completed demo. Functions related to player movement, vortex manipulation and level progression should all execute – perhaps not to their most efficient standard – on running the demo. Code structure however should remain readable and maintainable – using indentation(braces take a new line), white space and internal commentary notes. Alpha According to tested results from the demo, all focus and effort should be put into producing the most efficient code (constants will be capitalised, camel case used for normal variables containing two or more words and the underscore for variables with numbers and letters in the name). Gold Flaws in the code are fixed totally and the game runs well on the platform (iphone) with no problems

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Pullarity Studios©. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Programming schedule over 12 months

Activity

Duration (weeks) Predecessor

*

U n it y R e se a r ch

14

*

B

Prelim inary coding

6

-

C

Adv anced coding

8

B

D

Coding underst anding of asset s (audio,anim at ion,ray -cast ing,et c..)

3

-

E

2D t echniques research from ot her unit y 2D gam es

2

-

*

D e m o Ou t p u t : co d e d in se ct io n s

10

C

G

Gam e m echanics

5

-

H

Enem y AI

5

-

I

Vort ex M anipulat ion

5

-

J

Pick -ups and ex t ended feat ures

5

-

*

T e st in g

5

G,H,I,J

L

Test in house

5

-

M

independent ly

5

-

*

A lp h a Co d in g

14

L,M

O

Aim for m ore efficient code

7

*

P

Aim t o fix all errors found from t est ing

7

*

Q

Aim t o w ork on ex t ended feat ures ie cam era sw ing et c.

7

*

R

M aint ain qualit y t hroughout each lev el

7

*

*

F in a l T e st in g a n d Co d in g

2

O,P,Q,R

T

Test how fun t he ent ire gam e is

1

*

U

Test how w ell t he gam e ex ecut es

1

*

V

Test how easy a user finds play ing t he gam e

1

*

W

Find a solut ion t o any errors found & fix t hem for t he final v ersion

2

*

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


- Start research into the game engine agreed to engineer the game B) Start with basic tutorial lessons : learn from the beginning C) Start learning more difficult techniques and methods of doing the same task. D) Play around with the engine and understand aspects of the engines capabilities E) Begin to think about how the game will look by researching other 2D games made with Unity and Unity Iphone - The sections of the game which require more thought in regards to programming G) The gravity, the movement physics, action(armour lock),Vortex gravity H) The gravity applied to the enemies, the AI for each type of enemy I) How to create a vortex, change type, boundary position for creating a vortex,raycasting to attach to player/enemies J) Re spawn point on death, game win /lose, camera swing, pick ups, - Test the code which has been produced and make note of things to alter for the final version L) Test within the team and make note of issues from each team member M) Choose a number of testers who are not directly related to the studio to test the game - Begin Coding the final games actions in order to test and finally sell to the public O) Cut down in the number of lines of code if possible P) Research how to solve the errors met and try to fix them completely Q) Start to focus on the less important aspects of the game if the rest of the functions are operating successfully R) Perform a quality check on the coding throughout each level to make sure it is executing efficiently - Carry out final testing on the software and act on the feedback T) Test if the game is fun and what could be changed before launch date U) Test for any errors/ crashes V) Find out how the player finds the controls and if they could be altered in any way W) Fix all these concerns in time for the final version being released on the apple store.

PERSONEL The key roles in Pullarity Studios are as follows; Programmers Artists Game Designers Animator Sound Engineer Level Designer Product Manager Web Designer Marketing Manager In our Studio, some of these roles can and will be shared between various members of the group, while others will be specific. Roles which will be shared will be most important in the overall production of the game, such as the Programmers, Artists, Animators and Sound Engineers etc. Others, such as Product Manager and Web Designer, will be single person tasks.

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


For the completion of our product, it is essential we allocate members to development roles in the most efficient way possible. Ideally, we would have; 2 – 3 Programmers 1 – 2 Artists/Animators/Designers 1 – 2 Sound Engineers 2 – 3 Level Designers Our group currently consists of 5 different members, each with their own strengths and weaknesses. However, we believe that we can efficiently share the roles between this group. Programmers The programmers are responsible for creating and testing the fundamental mechanics of the Game. They would adhere to strict deadlines and aim to optimize the code as effectively as possible. The programmers would need to stay in communication with one another to avoid any problems. Artists The artists would be responsible for providing all the visual assets for the Game. They would work towards a unified art style, and would provide artwork and models for menus, characters, levels and more. Game Designers This role is most important in the primary stages of the Game’s concept. The Game Designers lay down the basic style of the game, it’s characters and levels. From visual styles to the storyline and concepts. This role would be shared between each member of the Studio. Animator The Animator takes the models created by the artist, and animates them according to concept art. They would also be responsible for Menu animations, cut scenes and level animations. Sound Engineer The sound engineer is responsible for all music, jingles, and noises within the game by either creating music from scratch, or licensing music from third parties. The sound engineer is in charge of the musical style of the game. Level Designer The level designers will work together to create original, fun level designs for the game. The team will share this role and compare and collaborate until a sufficient number of levels are complete. Product Manager The product manager will act as a general overseer of all the different roles, and push other members of the team to meet deadlines.

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Pullarity Studios©. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Web Designer The web designer is responsible for the online presence of the Game, and the creation of the Game’s website. They will also be responsible for keeping any blogs/feeds updated with the latest news, and researching the best hosting solutions and services. Marketing Manager Marketing managers are required to advertise the game as much as possible. By contacting Games News websites, reaching out to magazines and speaking to communities in order to garner as much hype as possible before and during the Games release.

Business Plan Introduction Background Pullarity studios are a small group of students studying the development of video games. We believe that together we have the experience, skills and vision necessary to make it in the competitive industry of computer games. We plan on running this business as a Partnership with equal shares in all profits with an agreed upon 10% going back into the business for any new equipment, software or personnel necessary. Having done research on the returns for companies trading to a video games market we know the potential for success, so long as the product is pitched at the right market and is of a high quality at an easily affordable price. Partners David Campbell Jonathan Traynor Ben Miller Declan McGeachie Jamie Cater To date the following has been prepared: Team assembled and game decided upon and in initial stages of development Software installed on machines under academic licenses (to be paid in full on publication of software created with these tools) Researched returns potential in market Researched potential competition Prepared costs for creating software Considered the use of a business bank account Projected sales for first 12 months are upwards of ÂŁ100,000, based on a low amount of sales to a large audience in an established market.

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Pullarity StudiosŠ. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Costs Item

Quantity

Cost

iPhone Developer Program

1

$99 (£61.73)

Mac Mini

4

£2396

Unity iPhone License

1

$399 (£248.77)

iPhone

1

£419

Unity Pro License*

1

Lightwave Licence

1

$1500(£933.35) $895(£556.90)

Total

£3682.40 *£4615.75

*should turnover exceed $100,000. Audience We are aiming our products at young, predominantly male, casual gamers with fond memories of classic Nintendo games. This encompasses an audience numbering in the millions. We also hope that the vibrant aesthetics of the game will draw other people who are simply looking for a nice cheap game on the app store. In line with this reasoning we plan to launch the game with a cheap promotional price of £0.59 to increase popularity in the first fortnight in the hope of being “featured”, and then thereafter raise the price to £1.59.

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Pullarity Studios©. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor


Estimation

Sales Projection £100,000.00

£50,000.00 £0.00

Gameloft - One of the leading publishers in the apple app store market. Sales figures for 2009 Profits of £56.75 million for the first 6 months spread over 47 games. £1.2 million per game Assuming minimal sales for Pullarity profits for first 24 months >£200,000 Optimistically with the aim of rising to the top app in the app store projected profits >£2,000,000

Potential Sources of Capital Investors- With the current economic climate there are few markets that have managed to escape the recession, however games and specifically apps have continued to generate profit due to the high demand and escalating number of Smartphone users. It is for these reasons that the proposal may seem an attractive haven in the chaos of the recession. Government Funded Grant- There are several government bodies that award grants to young people who wish to start a business an example of which would be the princess trust. These could be applied for in an attempt to offset the initial setup costs.

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Pullarity Studios©. Ben Miller, Jamie Cater, Declan McGeache, David Campbell, Jonathan Traynor

Pullarity Studios : Technical document  

Team technical document

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