Research and Development Time-scale

Starting semester B I had a rough idea of what I wanted to create, in order to reach this process however I had to do a lot of brainstorming in order to reach a suitable product I both felt that hit the criteria and was also engaging enough to want to pursue throughout the semester. Breaking down my ideas into core components felt like the most obvious step to take in order to create an end product of the highest quality.

There was an initial learning curve involved for the usage of some software and applications to help me towards my brief. After research I learnt a few things I had no idea of prior, these small things may feel insignificant however I feel as though they will play an integral part in the creation of my end product. These include: Importance of brainstorming, not sticking to one idea, understanding and using new platforms and technology (Padlet & Pinterest) and not be fearful of experimentation. When creating a product it seems blatantly obvious that the development of ideas is crutial before reaching a conclusion on a final idea, however many times prior to this semester I always settled for an idea based on how much I liked it without seeing flaws in it,  I feel as though being more self critical of your own ideas can push your creative boundaries ensuring you don’t lose sight of the project at hand.
Overall I feel as though justification behind ideas and still seeing flaws within it is the best way to go about creating any item of media, whether it’s a game, magazine, or anything, having a self critical mindset allows for a product top be made of the highest standard.

Development Plan

Detailed below is a development time scale plan, this includes lengths of time and what I’ll dedicate each week of the semester towards in order to complete the brief and make a final product. Certain areas of this brief will require more time depending on the complexity and workload required. I feel as though creating a detailed time plan will help to organise a big project and is a useful skill in general to get to grips with for other modules/assessments in the future.

 

Week 1 – Research/Project Planning Stage

  • What is the idea? (Brainstorm potential ideas)
  • Name for myself and other group members? (Branding)
  • Research inspirations
  • Look at previous examples of EYU categories and winners
  • Research articles of media and output formats that follow a similar narrative to my own work

 

Week 2 & 3 – Conceptualising further ideas

  • Have a refined idea (Still room to work on output formats, what I want to achieve Etc.)
  • Doodles (Name for branding? What am I setting out to achieve? Is it possible? How does it work? Etc.)
  • Work towards a finalised idea [Week 3]
  • Experiment with output formats (where will me idea be displayed? What formats? Mobile app, Website, Magazine Etc.) [Week 3]
  • Research art styles (inform my own choices through inspirations) [Week 3]

 

Week 4- Finalised idea development 

  • Reached a name and final decision on the output format for my media product
  • Work on the R&D file (Decide upon what group member is doing what documentation, 50/50 split has to be evidenced)
  • Branding (Now the idea is finalised work towards a brand, how it’s going to be represented Etc.)
  • Evaluate current likes and dislikes of the product
  • Further development of output formats
  • Research appropriate software (Game/App Programming)

 

Week 5 & 6 – Application of research

  • Apply my research to the initial draft of the game and game branding
  • Create basic program for the game (If this isn’t achieved create a visualisation of the game, software like after effects, or indesign will be good to create an example of a mock-up of how the game will work, either stills or a video)
  • Company branding (final logo has been created, clear and concise decisions have been made towards the branding: Colour palette, Typography, Etc.)

 

Week 7 onwards – Polishing Output Formats

  • Finalise R&D documentation ready for blackboard submission [Week 7 & 8]
  • Have a finalised output (Mobile App. If the app can’t be conceivably created, have detailed demonstrations on how the game will work, a combination of stills and a video highlighting elements of the game) [Week 9/10]
  •  Finalise the branding (Potentially have a website, showcase the demonstrations of the game on a website. Visualise how the game will be marketed) [Week 10]

 

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