Critical Mass growth proposal.
Draft version: 1.0
Draft date: 30th August 2007
---
Introduction
Possible directions
- We begin developing a new fully-fledged game for a specific platform.
- We begin developing a casual game for either the Xbox Live Arcade (XBLA) or mobile phone platforms.
- We begin developing a modification/conversion based on an existing game.
- We opt for the current Status Quo - we do nothing apart from working on Project Top Secret.
Pros and cons
The easiest option is of course the Status Quo, but that would (probably) not result in the intended growth. The most difficult option is to begin developing a fully-fledge game. This would require considerable monetary resources, human capital, publisher negotiations, time commitments, and effort. This can potentially have the biggest payoff, but at the same time it holds the biggest risk.
The two 'median' options are the development of a casual game and the development of a modification/conversion. There have been cases of success in both instances, in which the companies then moved on to developing well-funded, new Intellectual Property titles. Both of these cases require considerably less resources than a full game, with the modification/conversion being the least resource intensive. At the same time, the modification/conversion does not hold intrinsic potential for income based on the final product. The casual game, on the other hand, does.
Suggested choice
We begin with the development of a modification/conversion. This would allow us to simultaneously get acquainted with more tools and methods, establish contacts, bring in more people to the team, get to know each other better for team cohesion, and establish an implicit understanding of the process intricacies and expectations. Having either fully completed, or having completed roughly 75% of the initial modification/conversion project, we would then begin with the development of a casual game. Having completed a project, we would have a much more solid foundation from which to build a great (casual) game.
Time Frame
Preparatory Phase
The preparatory phase would involve planning, high-concept
development, and assessment of specific requirements given the nature
of the project. This would last approximately 3 weeks; maximum 1 month.
Pre-Development Phase
The
pre-development phase would involve bringing in new individuals suited
to complementing the team given the requirements. It would also involve
development of concept art as well as acquiring any tools necessary for
the project. This would last approximately 3 weeks; maximum 1 month.
Development Phase 1
Development phase 1 would involve the implementation of
fundamental game elements and mechanics, given the decisions taken in
the two previous phases. It would also involve creating filler
prototypes towards achieving a 'first playable' version of the intended
game. This would last approximately 2 months; maximum 3 months.
Development Phase 2
Development phase
2 would involve the implementation of refinements, adjustments, and
detailed additions necessary to bring the game towards the envisioned
end-product. This would last approximately 2 months; maximum 3 months.
Final Phase
In the final phase, we essentially finish everything that
was intended to be finished, carry out Quality Assurance testing, and
release the game to the public through various channels.
Requirements
Tools
- Modelling and animation
- Texturing
- Game engine
- Central server (and backup) for hosting all game material
- Domain name
Personnel
- Modellers (2?)
- Programmers (3?)
- Concept Artists (2?)
Funds
(The underlying assumption is that there are no promises of monetary compensation during or upon completion of the development of the project for any team member.)
- Software costs (??)
- Server costs (??)
- Domain name costs (??)
---
This is the very first draft and ALL details are completely open to discussion. This is, after all, about Critical Mass as a whole.
Also, you can see there are blanks and uncertainties above. These need to be discussed and researched.