FMP Pre-Production
- Phil Southam
- Feb 25, 2024
- 1 min read
Updated: Apr 29, 2024
After we’d established a top level idea for our game. We began pre-production by mapping out the scope of the project and estimating work over the next few months. As part of the assessment, we created our own aims and objectives for the project. My aims were to add a narrative focus to a roguelike game, as well as ensuring the project was ready to take to a convention, and usable to pitch for future development of the title.
To do this I’d leverage my previous experience in project management, events and marketing to bring a compelling demo to Insomnia Gaming Festival. Which did move our timelines up a week, however we both agreed that the opportunity to meet fellow developers as well as have a larger test base of players was worth the extra effort.
As two mature students, we wanted to avoid crunching on our project as much as possible. However we knew there would be longer hours in the run up to the event. Accounting for this, we created a Gantt chart and risk assessment to aid us in identifying potential issues, as well as pre-planning solutions should we encounter any of those problems.
The rest of pre-production was spent world building and designing how the core mechanics would feel and gel between each other. We spent a long time in this phase iterating ideas to reduce changing things mid-way through production.

