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Southern New Hampshire University *

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305

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Management

Date

Feb 20, 2024

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docx

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1

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One of the largest hurdles that the team and I would face is the pressure of meeting the deadline for deliverables while having to redo previously completed tasks to achieve the desired art style of the publisher. It would be necessary to have a verbal team meeting to discuss the best strategy for moving forward. Ideally, it would be easiest to have team members work off their previously assigned deliverables to rework them into the new art style. In this instance, I would work closely with the lead artist and concept artist (assuming those roles exist in this scenario) to create a mockup of a previous deliverable in the new art style. From there, I would present this mockup to the team and communicate with them about what they feel can be accomplished within the deadline. It would also benefit the team to ask if anyone felt they would be willing to step up to take the lead on certain features within the project. After I had spoken with the team and gathered their opinions on the situation, I would begin work on a project plan for us to follow to make sure that we do not miss any important features within the game design documentation. This approach would allow us to keep track of our progress and have a quantifiable goal for each deliverable. It would benefit us to create more than one variation of the same piece of concept art and then present that to the publisher to make sure they approve of an art style before continuing. I could then take this feedback to the team to assure them that their efforts would not be wasted in the redesign process. I would argue to the publisher that we have wasted valuable time, resources, and energy by scrapping all our previous work to emulate another game’s style. We run the risk of our game feeling less ‘authentic’ by portraying another game’s art style. We also run the risk of not meeting deadlines by having to redo deliverables from the ground up. I think that a compromise could be made that would benefit the overall quality of the game, and the team morale. I would suggest that, instead of emulating another game’s art style, we modify our current art assets in a way that is more similar to the desired style. This would give our artists more creative freedom, and it would be less daunting of a task to administer this late into development. Otherwise, I would have to argue that it might be necessary to hire a couple more artists to help us achieve a quality result in the minimal time frame.
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