Wednesday, 6 March 2019

Unit 4: Pre-Production Portfolio

Game - Kid Icarus: Uprising


Some of the jobs included in the pre production of the game were: Producer (Yoshihiro Matsushima) who is in charge of overseeing the development of the game, Game Artists (Toshio Noguchi, Akifumi Yamamoto, Masaki Hirooka) who create the games' art, long with anything else that requires visual art, Composers (Motoi Sakuraba) who are rsponsible for creating the game soundtrack and the Director (Masahiro Sakurai) who is in charge of creating all the ideas for the game itself.


Some of the documents created when pre producing the game was concept art. Here is an early concept of the main protagonist Pit from all the titles of Kid Icarus. This is an important part of pre production as it sets a clear idea for when the game is finalised during production and post production and concept art makes that easier.



There were a couple of issues that were found during the pre production stage. One of these were having a new console to adapt the game to. With having many new buttons and possibilities on the new (at the time) 3DS, the team had some issues adapting the game previously being on older consoles with less button possibilities. The team fixed this by adapting previous controls while also making good use of the new capabilities of the new console.
Another issue was with developing some of the voice lines. Quite a few were cut because of technical issues with them not having the echo they were supposed to, but one line in particular was cut as it was too vague and the player would have more trouble finding out what it meant. They changed this line completely and made it a bit easier for the player to figure out what they were supposed to do.

These pre production steps changed the final product as many assets had to be adapted in order to make the game better than it would have been if no changes were made in this stage. So, as a result, the game became compatible with the newest console at the time, and was also made more accessible for the consumer, which in conclusion made the game better than it was during planning.
Concept Art for Medusa and Pit