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Dev Log #1 Pre-Production

Hello

We're back to working on SteelFire Garden after a short break. The original plan was to continue my portion of the work during winter, but it didn’t work out as planned. 

For pre-production, we managed to plan out how much each member should be producing every week. As one of the main artists in my team, I was told by the project manager that it’s time to speed up the art production so that we can begin to prototype and visualize an early iteration of ourgame. Scheduling was pretty straightforward and simple to follow thanks to the agile workstyle of our team. All of the team members are capable of handling their own workload efficiently, which means that we did not need to take any outstanding work into consideration.  My portion of work includes  creating modular level assets , as well as inventory item art, all of which is crucial for the first iteration of the player interaction with the level and inventory system.

So far, the progress is good for the most part and I am keeping up with the pace of development. My goal is to speed up the art production as much as possible so that it leaves time for more polishing or prototyping later down the line. The level designers and I are planning to  work together to produce a challenging level with multiple sections to explore, scavenge and battle enemies. I’m really hoping that by the end of this month, we will have a functioning prototype with First pass art for us to begin playing around in the game environment.  If all of the members stay focused and committed to the schedule, I’m confident that we can achieve all of our milestones and crucial development stages on time and without any conflicts. 

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It's great that you and your team managed to integrate agile workflow into production. I'm curious to see the quantity and quality of art made by the first playtest, seems like a big task but from what I see, you guys have a solid schedule and system worked out. I hope that production stays consistent and conflict-free.