THREE LEGGED STOOL – The three legged stool represents the three divisions of a products/projects development. All divisions need to be respected in equal proportions to produce the most stable platform possible. It will be important to keep this balance in mind during the full duration of the project. The three legs of the stool support the platform at the top, in our case that platform is the project/product.
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THREE LEGS OF STABILITY:
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1. ART
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2. ENGINEERING
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3. PRODUCTION
OUTCOMES – There are multiple goals for taking the FIEA Artist through the FIEA VR Experience Project.
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Outcomes Are As Follows:
1. Learn Real-Time Development Best Practices
1. Follow Epic Games Development Methodology (Art Of Robo Recall - LINK)
2. FIEA Art Faculty will act as Development and Art Directors throughout the duration of the production
2. Learn Iterative Development
1. Version control of project and source assets will be key elements in our development process
2. Artist will learn how to work cross discipline in a version controlled environment
3. Develop Portfolio Quality Work
1. Work created for this project will be used to market FIEA as well as the individual artistic contributions to the project
2. More advanced topics of research and techniques will be encouraged for integration into these projects
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GATES – There are 5 major gates that we will pass through during the development of our projects.
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Using Epic Games Development Methodology ( Art Of Robo Recall As A Major Source Of Inspiration)
Develop using 5 distinct Gates or Stages of Production
1. Semester 01 - Preproduction (Thumbnail Overall Project)
2. Semester 02 - First Pass Simple layout (Fully Playable Prototype)
3. Semester 02 - Second Pass Meshing (Replace Geometry With Close To Finished Prototype Assets)
4. Semester 03 - Third Pass Lighting (Hi Res Meshing, Better Lighting and Materials)
5. Semester 03 - Fourth Pass Polish (Details, Final Audio and Final Effects)
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1. Semester 01 - Preproduction (Thumbnail Overall Project)
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2. Semester 02 - First Pass Simple layout (Fully Playable Prototype)
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3. Semester 02 - Second Pass Meshing (Replace Geometry With Close To Finished Prototype Assets)
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4. Semester 03 - Third Pass Lighting (Hi Res Meshing, Better Lighting and Materials)
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5. Semester 03 - Fourth Pass Polish (Details, Final Audio and Final Effects)
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