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TBD £171,250 13th June 2008 £171,250

Pre-Production Milestone 1

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GDD 1st Draft- High Level Concept Document TDD 2nd Draft – Revision of Beijing TDD with Headings 25th July 2008 £239,750

Pre-Production Milestone 2

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GDD 2nd Draft TDD 2ND Draft

Pre-Production Milestone 3

5th September 2008 £239,750

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GDD Final TDD Final Project Roadmap 1st Draft –includes, deliverables for Pre-production Milestone deliverable 3 and summary deliverables for Pre-Milestones 4 & 5 17th October 2008 £274,000

Pre- Production Milestone 4 – Inline 2

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GDD (Updated) TDD (Updated) Project Roadmap- Final Updated risk register Pre-vis- Final Game in a frame- Final SKI Jump Prototype (PS3 format) 1st Pass SKI Jump Environment 1st Pass (Will be viewable as part of the SKI Jump prototype) SKI Jump Character Animation Movie 1st Pass 28th November 2008 £274,000

Pre- Production Milestone 5

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GDD (Updated) TDD (Updated) Project Roadmap (Updated) Risk Register (Updated)

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SKI Jump Prototype (PS3 format) 2nd Pass – will Include:  Multiplayer – Full efficient multiplayer game play on PS3 across a LAN for 4 players. 1st Pass  Game Play balancing- 2nd Pass  AI- Final  Replays- 1st Pass  Animations – 2nd Pass  Effects- 2nd Pass  Updated controls to shoulder buttons. 2nd Pass  Updated cameras to show switch from 1st to 3rd persons views – 1st Pass  Environments  Ski\Snowboard Cross, Viewable Map- 1st Pass  Animations Movies  Ski Downhill- Male – 1st Pass  Ski Cross- 1st Pass  Ski Aerials- 1st Pass  Skeleton 1st Pass  Ski jump- Final Pre- Production Milestone 6 Inline 3         30th January 2009 £325,375

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GDD- Final TDD- Final Project Roadmap- (Updated) Risk Register (Updated) Remaining milestone definitions up to Alpha defined in detail - Final SKI Jump Prototype (PS3 format) Final SKI Cross - PS3 Prototype 1st Pass 1st Pass Environments –  Whistler Downhill, Aerials, Bobsleigh/Luge/Skeleton Track. (Viewable in Game) PS3 Format  SKI Jump environment- Final Characters – Renders 1st Pass Animation Movies  Speed Skating-1st Pass  Snowboard Cross– 1st Pass  Skiing Downhill – 1st Pass  Luge – 1st Pass  Ski Cross- Final  Skeleton- Final

Pre- Production Milestone 7

13th March 2009 £325,375

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Project Roadmap (Updated) Risk Register (Updated) SKI Cross  Multiplayer – Full efficient multiplayer game play on PS3 across a LAN for 4 players. 1st Pass  Game Play balancing- 1st Pass  AI- 1st Pass  Replays- 1st Pass  Animations – 2nd Pass  Effects- 2nd Pass  Updated controls -2nd Pass  Cameras – 1st Pass Environments  Parallel Giant Slalom- 1st Pass  Speed Skating – 1st Pass  Whistler Downhill – Final Characters –Renders- 1st Pass Animation- Movies  Snowboard- Slalom 1ST Pass  Bobsleigh- 2nd Pass  Speed Skating- 2nd Pass  Skiing Downhill Male-2nd Pass  Snowboard Cross-2nd Pass  Skiing-Downhill Female-2nd Pass 24th April 2009 £325,375

Pre- Production Milestone 8

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Project Roadmap (Updated) Risk Register (Updated) Super G, Slalom Downhill and Giant Slalom Prototypes (feature Complete) – 1st Pass Environments  Ski/Snowboard Cross- 2nd Pass  Bobsleigh/Luge/Skeleton Track- 2nd Pass  Parrellei Giant Slalom- 2nd Pass  Speed Skating 2nd Pass Characters kits - 1st Pass Animation- Luge/Snowboard- Slalom – 2nd Pass

Pre- Production Milestone 9

5th June 2009 £325,375

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Project Roadmap (Updated) Risk Register (Updated) Giant Slalom Prototype (feature Complete) – 2nd Pass Snowboard Cross, Aerials, Speed Skating & Luge - (feature Complete) 1st Pass Environments  Ski/Snowboard Cross- 2nd Pass  Bobsleigh/Luge/Skeleton Track- 2nd Pass  Parrellei Giant Slalom- 2nd Pass  Speed Skating 2nd Pass Character Kits- 1st Pass Animation- Luge/Snowboard- Slalom – 2nd Pass 6th July 2009

Milestone 10 - Alpha Playstation 3 

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All content in and accessible (FMV’s/cut scenes do not necessarily need to be in at this point, but preferable if they are). Therefore all levels, modes, characters, music, weapons, animations, multiplayer, UI, options etc. need to be in and functioning as per the GDD, but may have bugs present. No bugs preventing play-through (as long as all levels can be played and finished that is acceptable) At least 50% of TRC’s/TCR’s should be in on all formats, and PC should include an installer. All English text complete in order that localisation may start. Save/Load functionality must be in and working. All builds must be delivered on target media. 1st draft manual to be delivered by the dev. team 15th July 2009 £252,000

Alpha Xbox 360 

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All content in and accessible (FMV’s/cut scenes do not necessarily need to be in at this point, but preferable if they are). Therefore all levels, modes, characters, music, weapons, animations, multiplayer, UI, options etc. need to be in and functioning as per the GDD, but may have bugs present. No bugs preventing play-through (as long as all levels can be played and finished that is acceptable) At least 50% of TRC’s/TCR’s should be in on all formats, and PC should include an installer. All English text complete in order that localisation may start. Save/Load functionality must be in and working. All builds must be delivered on target media. 1st draft manual to be delivered by the dev. team

Alpha PC 

21st August 2009 £124,750 All content in and accessible (FMV’s/cut scenes do not necessarily need to be in at this point, but preferable if they are). Therefore all levels, modes, characters, music, weapons, animations, multiplayer, UI, options etc. need to be in and functioning as per the GDD, but may have bugs present. No bugs preventing play-through (as long as all levels can be played and finished that is acceptable) At least 50% of TRC’s/TCR’s should be in on all formats, and PC should include an installer. All English text complete in order that localisation may start. Save/Load functionality must be in and working. All builds must be delivered on target media. 1st draft manual to be delivered by the dev. team 17th August 2009

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Milestone 11- Beta Playstation 3     

All game content must be complete and locked down. No more features are to be implemented and tweaked beyond this point. No progression bugs present – the entire game must be playable. All TRC’s/TCR’s must be in and functioning (bugs excepted). All builds to be delivered on the target media. From this point on the dev. team should be purely focused on bug fixing. 26th August 2009 £171,250

Beta Xbox 360     

All game content must be complete and locked down. No more features are to be implemented and tweaked beyond this point. No progression bugs present – the entire game must be playable. All TRC’s/TCR’s must be in and functioning (bugs excepted). All builds to be delivered on the target media. From this point on the dev. team should be purely focused on bug fixing.

Beta PC     

2nd October 2009 £85,625 All game content must be complete and locked down. No more features are to be implemented and tweaked beyond this point. No progression bugs present – the entire game must be playable. All TRC’s/TCR’s must be in and functioning (bugs excepted). All builds to be delivered on the target media. From this point on the dev. team should be purely focused on bug fixing.

Milestone 12- Gold Master Playstation 3 Xbox 360

12th October 2009 21st October 2009 £46,584 4th December 2009 £23,291 18th December 2009 £50,000

Gold Master Candidate PC Milestone 13- Archive all Materials

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Cover document listing the package contents & the structure of the package and any (de)encryption information. Complete source code of the game & engine, provided on Hard Drive(s) or an entire PC. Labelled main game source for all SKUs and Entire source control DB(s) for the project where possible. Document detailing the hardware & software used to develop by each part of the team (coders, artists, level designers etc). All the tools & utilities themselves including corresponding source code and documentation. All game data files for the following: English, Localisations, playable demo. In uncompressed or unpackaged form & in the form which ships with the game on the disc. All in-game video in : an uncompressed format & in the form it shipped with the game. Complete build environment including: Build scripts, project files etc and information required to perform a build. List of 3rd party SDK’s used by the title. In source form and links to the supplier and purpose of SDK. All relevant documentation i.e. Development overview, wiki, internal architecture notes etc. Test plan. The game .exe itself + any patches & the final disk image(s). The original source data for the game (.Max files, levels, textures, etc). Document detailing the build procedure at all stages of the workflow from content creation into the game.


				
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