游戏策划的七个步骤(Seven steps of game planning).docVIP

游戏策划的七个步骤(Seven steps of game planning).doc

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游戏策划的七个步骤(Seven steps of game planning)

游戏策划的七个步骤(Seven steps of game planning) I. project approval report 1: understand the companys existing technical resources and technical capabilities. 2: analysis of target consumer groups, determine the game style 3: determine the basic gameplay, play points, story background. When the project report is discussed and approved, it can move to the next stage Two: project planning documents 1: game type specification (game framework) 2: world view setting (script) 3: play, play a detailed analysis and summary (put forward game elements and analysis) 4: expected development cycle (including planning, technical analysis, coding, art, internal testing, public testing) 5: propose a list of development team members 6: workload forecast (estimated personal workload by working hours) 7: analysis of publicity methods to determine publicity costs. 8: feasibility analysis report (the main programmer analysis determines whether the design content can be achieved completely, programmer Ying Jianmo experiment) Review and finalize: define the elements in the game and determine the feasibility. Note: this final review will determine the entire game Three: design stage 1: rule script A, rules of the game (descriptions of game goals and rules of the game) B, scripts and storylines (maps, main lines, quests, scenarios, and functions) C, game elements such as skills, articles, sects, pets, families, etc. (detailing the names and descriptions of the elements) Note: the script and plot description may overlap with the game elements and select a more articulate location to focus on 2: art work sheet: (quantity and requirements) part of the content of late filling A, scene: scenes needed B items: including props, equipment, etc. C, animation: including special effects, titles, film tail, interlude and so on D: characters include actions, attacks, static graphs, status (including characters, NPC, monsters) E, interface (later filling) F, button (later filling) Note: all artwork is checked by

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