1. Identify and specify KPIs for your project's goals. You must list at least 5 KPIs
2. Identify as precisely as possible who you consider your core market for your project to be.
ACADEMIC ACHIEVEMENT Definition: IDMPB final marks Measurement/Comparison: Feedback from our supervisor. Presentation feedback and general feedback from other lecturers. Target: Distinction or above
COMMUNICATION Definition: Team work depends on strong communication systems. Measurement/Comparison: Twice weekly meetings, once in conjunction with our lecturer the other self focused. At these meetings we will create a list of tasks to follow on with. We prefer face to face communication rather than messages being lost in cyberspace/sms. Assembla will also be looked at once a day to keep informed of project’s progress. Target: Clear communication pathways followed to avoid any breakdowns.
COMPLETION Definition: Completing the project. Measurement/Comparison: Following sound time management practices. Making sure the scope is not ridiculously ambitious. Under promising but over delivering. Having the flexibility to reassess and adapt project at the halfway mark. Contingency plan including clearly defined tasks so that if one member has difficulties the project can still be finished. Target: Ensuring that the project is a fully functional Art Demo.
PORTFOLIO Definition: Treat the project as a showcase of our artwork. Increase employment chances. Measurement/Comparison: Achieved through feedback from lecturers, online communities and industry professionals. Target: Produce art folios to a high quality that we can be extremely proud of.
SCEDULE Definition: Adherence to the production schedule. Measurement/Comparison: Tasks broken up into not only weeks but days and hours. Target: Following through the deadlines drawn up from the beginning.
MARKET
Who: Potential employers. Ourselves, fans of game art and game creation. Definition: I would define the audience as potential employers in the creative industry. For example; Art Directors, Curators. Appeal: Attention to detail of the illustration. Rich textured look and feel. Unique virtual space. Description: Ages 12 and up, and all walks of life (any race, gender, religion, married or single, rich/poor). Art communities, users of Second Life/other virtual words and general gamers.
Synopsis : Forlorn Destiny is a Role Playing Adventure Game using the point and click interface. The players play the role of Naida, a tough and determined survivalist in a grim world plagued by a Cold war. Adventure through the world to find out why she was attacked at a peaceful Saloon at the edge of a minor town"
Feature list :
1. In this game will have a lot of object that you can click on to get information or more information that you have to find out for this game or next clue?
2. Flash game with combination of 2D and 3D graphic.
3. One Main Character – Female.
4. The main location in this game is Garage, Bar and crash site – each location contain 3 to 4 scene.
5. 14 locations – Inside Bar, Bedroom, Toilet, Out-Front, Outside Garage, Inside Garage, Garage Office, Outback, Parking Lot, Open Road, Crash Site, Road Into Town, Beaten Trail and Cache Cave.
6. NPC – Barkeep(Jeff Garlett), Niada’s friend(Derrick Snow) and the Mechanic(Karl Towe)
7. Sound – Background Sound, Sound effect…..
8. Movie scene and animation.
9. Vehicle – Motorbike
10. Television, bed, drinks, mailbox, newspaper, bin, desk, papers, cooperate logo, water, fuel, food, weapon, sofa couch, wine, fans, sink, toilet bowl, double bed, radio, small heater fan, dumpster, dog kennels, rats, insects, chest or crate.
11. Each conclusion quest end with unique mini flash games as the boss battle.
Team Goals :
1. To complete the project with a working game that looks polished.
2. To complete every task on time.
3. Show our creativity in different way and basic skill that we have been learning.
KPI Statements :
Positive feedback
Definition: We hope to get a positive and negative feedback from people who viewed and tried our games.
Target: To improve or make changes accordingly to produce the best result.
Testing
Definition: Bug test for games and all sound that play in the right time and right timing.
Target: So that in the final of our game we will have a polish game.
Team Communication
Definition: To have a good communication with the group, therefore if there is any question or idea arises, we can discuss it anytime.
Target: In order to meet a good communication, we hold a meeting once a week which includes either face to face discussion, online discussion or via mobile phone.
Sound design
Definition: To create a background sound and character sound for the dialog.
Target: To add realism and creating interesting and fun atmosphere by providing audio feedback for the player.
Timeline/ schedule
Definition: Ensure the group and myself finish every task on time.
Target: To complete the project on time
Target Audience: between 16 to 30 yrs old male and female.
Team:
Lawrence Katsipidis - s3108539 as Programmer
Timothy mark Grulke - s3108559 as Designer
EeLing Tan – S2116871 as Artist
Fraser McLean - as Programmer
KPI: Team Communication Explanation: A seamless communication pipeline between artists and programmers Measurement:Each team member will attend weekly meetings and communal studio sessions. Various technologies will be employed to facilitate regular communication such as email, phone and messaging systems on Assembla. Each week our supervisor will be able to measure the teams success, progress and give feedback. Objective: To reduce miscommunication and evaluate the groups progress
KPI: Project Management Explanation: A project that runs smoothly and on time. Measurement: Establish project component (asset) dead lines using online collaboration tool Assembla. Confirm team members find the management system easy to adhere to. That digital asset management is employed . Objective: Project components(assets) are completed on time, of a high enough standard and properly archived.
KPI: Quality Assurance Explanation: Over all quality of the game experience is high Measurement: By receiving critical feedback on the prototype we can ensure that the game is fun to play and aesthetically pleasing. To enable the project to be judged it will be showcased online and locally in such places as...make something unreal contest, http://www.moddb.com and Freeplay 2009. Objective: To have a release that satisfies the target audience and other audiences.
KPI: Academic Results Explanation: Grades and Feedback given by academic staff through assessment of project work. Measurement: That the Interactive digital media project course marking panel and supervisors actually think the project is fun to play or that it is of a high enough standard to be distinctive Objective: To be awarded a high distinction and receive a positive feedback response
KPI: Quality of life Explanation: We want to have happy and vital team members that are excited about working on the project and not exhausted and overworked. Measurement: Keep the scope of project possible within the given time frame and set a side a complete day off each week not including the weekend ,ours is Friday. Objective: To have fresh team members eager and enthusiastic about there work and there contribution to the overall project.
Audience:
Bailter Ray will be developed for a more causal gaming market targeting children in the ranges of 5-16 but some adults may also enjoy it.
It will have shorter levels filled with constant interaction, simpler puzzles and controls than “hardcore” games.
Marks:
We hope to achieve a positive marking result, which the whole team is satisfied with, a mark at High Distinction Level.
Production Art:
We hope to create a highly polished visual product that is professional and comparative to industry standards. To achieve this we plan on spending apt amounts of time on concept art at the beginning and beta stages of the project.
Portfolio:
We hope to create strong material for our portfolios to increase our range of employment opportunities, through creating materials that we are proud to share and exhibit. We plan to achieve this by extensively working on our key individual sections and combining them to create a unique experience.
Strong team communication:
We want to ensure our project stays on course by maintaining strong communication channels between our group members. We shall achieve this by holding regular weekly meetings person to person.
Audience:
Kaitos is directed at gamers, primarily interested in classic adventure and action games, as well as a wider audience of casual gamers and newcomers to the action adventure game genre, at the ages of 12 years and above.