![]() With a production plan locked in, I dove into leading the design of the various major content areas for Heavy Metal. (Link opens full PDF)Īfter this consultation with discipline leads and area experts, our team felt comfortable committing to 10 new ‘Mechs and 8 new weapons or equipment – notably including a ‘Mech and weapon class developed in-house and wholly unique to the broader BATTLETECH IP.ĪBOVE: A portion of the resulting pre-production planning document showing targeted items, their MVPs, and estimated impact to the game and approximate effort. I also created a comprehensive development process list for our content areas to make sure this working group was informed as possible.īELOW: An example of comprehensive content pipeline documentation I created to improve team understanding to boost efficiency and mitigate risk from an inherently complicated process. With these ideas in hand, I held a kickoff meeting where a team member from each area involved in the content creation pipeline was given the opportunity to bring up concerns or improvements. Using the pillars as a guide, my striketeam talked about lower-level ideas and brainstormed what was feasible to add within our given constraints (art pipeline, flexibility of existing codebase, communication methods), and then came up with a priority list based on impact relative to effort.ĪBOVE: A collection of whiteboard images documenting some of the pre-production striketeam brainstorming process. ![]() We wanted to focus on force multipliers in combat to even the odds and addressing the diminishing returns of fielding lighter ‘Mechs in the late-game.
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