Project Timeline and Goals



The picture outlines what our goals are for our project which Bobbie and I worked together on. This may be too ambitious for the man hours we have available to us, however these are our goals we aim to complete, with the game being the main focus and the other work (in red) as side projects that are lower down the priority line than it.





Using our goals we formed a timeline of the project, highlighting dates of deadlines, benchmarks, phase ends, project reviews and personal time off.

We tried to be realistic with the plan, removing Wednesday’s from it along with the weeks before deadlines of both the Reflective Journal and the FMP as we knew that is all we would be focusing on frantically finishing work/ blogs rather than the main project and so it needs to be put into the plan. To ensure we aren’t over ambitious and over stretched from planning to much at the beginning, which will cause us as a team to feel very stressed the whole semester, and we’re the ones who are meant to stress others not ourselves.

When planning out the timeline we tried to highlight what was of most importance and so what needs to be created first. Talking over the project both Bobbie and I felt that mechanics needed to be created and tested as soon as possible and initially we had planned both of us working on them to get them finished by the start of Easter. However we then thought against this due to are marketing brains ticking in. Most demos and development work looks more appealing to people and gains more interest/ interaction by having models or some sort of graphics within them. So we felt that if I worked on the modelling and graphics through the process and then Bobbie works on the coding, we will be able to test both mechanics and artwork/ animations at the same time. Therefore creating more refined looking demos and experiments just with having the graphics in the game, which we felt would be useful for posting on social media and form more interest and interactions from followers to build a community. And so this is the reason why the we decided to develop the art and code alongside one and other.


Rough Timeline



Digital Calendar