Project Description
Burnt Onion Studio's Goal
Pre-Production of Year Long Game
This project proposes to give the student team the opportunity to experience the processes, deliverables, tensions, joys, and frustrations of working on a game team in the professional world. Instead of a one-semester project, this project begins in the Spring of ‘19 and continues through December of ‘19. The goal in the Spring semester is to accomplish pre-production for a ‘AAA’ quality game project, and in the Fall, finish a prototype of that game. The composition of the Spring Team will be different than the Fall, as more engineers will be needed in the Fall.
The faculty advisor’s role in this project is slightly different than normal; the advisors play the role of an Executive Producer of the game, providing the student team with specific guidance about the nature of the game to be built, the development platform, etc. This is done so the students have boundaries, but it also mirrors the way in which the real world works (rarely does any game development studio build ‘whatever they want, however they want.’) In addition, at
least one faculty advisor establishes a desk within the project room, working extensively with the team in each semester, guiding stand up meetings, etc.
Because this is a two-semester project the quality and volume bars will be considerably higher than a normal one-semester project. The final project will need to be ‘delivered’ to the public in some fashion (published on Steam, the App Store, Google Play, etc., in addition to other potential venues such as GDC, Indicade, etc., as appropriate. The game prototype must be delivered before the end of the Fall semester with enough time so that the public reaction to the game can be assessed in a reasonable fashion.