Tuesday, 23 September 2014

Unit 1 Pre-Production Techniques


 

What is Pre-Production? 




First of all, the production of any good product falls into three categories: Pre-Production, Production and finally Post-Production. 


  • Pre-Production: Pre-Production is a fairly-loose term which refers to the tasks needed to be completed and executed before actual Production and Post-Production begins. At this stage, preparations for Production and Post-Production go into effect. Although there is a sequence of events that go into Pre-Production it’s normal for stages to be revisited as each stage could reveal a flaw in the work to date or highlight how an aspect of the project could be developed further. This is an important element in every aspect of Media, including:- Film, TV, Radio, Advertisement, Web design and Videogame design.
  • Production: Production is a process of transforming inputs into outputs. So, production means the creation of goods and services. It is done to satisfy human wants. Thus, production is a process of transformation. In digital video, photography, television and film, production refers to the tasks that must be completed or executed during the filming or shooting. This includes tasks such as setting up scenes, the capture of raw footage, and usage of set designs, to name a few of the many pre-production tasks. Production is the second step in film creation. It follows the pre-production phase and evolves into the post-production stage.
  • Post-Production: Post-production is the final stage in the process of production will be completed. In media, this refers to the tasks such as the editing of raw footage to cut scenes, insert transition effects, working with voice and sound actors, and dubbing, to name a few of the many pre-production tasks. Post-production is the third and final step in film creation. In videogame production, this consists of the editing of animation, programming and sound which will then be distributed to retailers.  Post-Production follows the Pre-Production and Production phases.



 

Finance




Finance is an important aspect of any production which is normally invested into by distributors or private investors. It is a vital important point when it comes to planning out a budget and spending the funding on different areas of the project. The money will be needed to be used by purchasing the latest equipment and software, ensuring the game will be up to date with the latest graphics and features. Money will also be spent on hiring essential staff members and a production team, consisting of artists, composers, producers and programmers, Etc. Furthermore, if a staff member is highly-talented at their job then they’d get a higher rate of income in order to be kept in the company. Other important factors to consider would be travel and facilities, in order to maintain the personnel getting to work on time and that everything is in working order. Gathering a production team together will cost money, in wages and resources.



For example:

Elder Scrolls V: Skyrim has estimated to have had a budget of almost nearly £10 Million to design and create. While statistics show that it sold well over £ 3.5 million in the first 24hrs and £7 Million in the first week. Overall, it’s final revenue show that Elder Scrolls V: Skyrim made over £450 Million after it’s initial release.



Septims - Currency of Skyrim

Time





Time Constraints must be taken into consideration during Pre-Production, Production and Post-Production. Every aspect of production needs a carefully timed schedule to ensure it meets its deadline and does not become overdue. Placing a limit on the workload can keep the project together and on schedule. The availability of equipment and personnel should also be considered as well, in case either (the equipment or personnel) should not be available on the specific date of production. For example, if staff members become ill and are unable to work, then the company will be delayed and will take longer to produce anything. You may also need money for transport to reach game launches or game conventions in order for the developers/publishers to present their trailers and gameplay, as a vital part to attract interest from consumers.



For example:

Upon completing the Elder Scrolls IV: Oblivion in 2006 and its Expansion Packs (Knights of Nine and Shivering Isles) in 2006 and 2007 respectively, the Bethesda Team (Bethesda Game Team) began working upon Fallout 3 which was released in 2008. During this time the Bethesda Team began planning their next instalment set in the land of Skyrim. Full development began after the release of Fallout 3, with the Bethesda Team considering Skyrim to be both a “spiritual successor” of Fallout 3 and Oblivion. Skyrim was released in 2011 taking it appropriately 3-4 years to be fully developed and completed.

Dragon Shout - Slow Time


Personnel




During any aspect of production you’ll need a right number of personnel (aka staff) with a variety of occupations and interests to work in the production team, as well as making sure the right number of personnel in the company doesn't get too big or cost too much to employ. When employing people the company that is employing has to consider what roles they need to employ and it is highly-recommended to examine individual CVs in order to find out the skills and experiences best suited to help out and even improve the progress of production. For example they don't need to employ more of something they need, as this would be unnecessary and cost more than what’s allowed in the budget. They should also consider the availability of personnel employed, in case somebody takes a day off or becomes ill, and the company has backup of personnel to replace that person.  


For example:
The Bethesda Team consisted of over a 100 people, including new talent and old veterans of the Elder Scroll series. Todd Howard had supervised the Production of Skyrim. Notable personnel included, Craig Lafferty (Producer), Bruce Nesmith and Kurt Kuhlmann (Designers), Guy Carver (Programmer), Matthew Carofano (Artist), Emil Pagilanto (Writer) and finally Jeremy Soule (Composer).


Jeremy Soule - Composer

Facility




Production taken place within a facility can either be a warehouse or a office building. As such, it is important for the company to either hire or purchase the right property and location with enough equipment and freedom to create a game, because if you do not have the right equipment or right location the production itself may not reach its fullest potential. A beneficial impact on production can positively set the mood, workload and scenery. Accessibility to the property must be good as well in order for all employees to get there easily and quickly on time so that the product/game can be developed successfully. 

For example:
Elder Scrolls V: Skyrim was planned and developed in a facility in Rockville, Maryland of the USA. It was then published by Bethesda Softworks (Rockville, Maryland) and distributed worldwide. 


Bethesda Softworks

Contributors 




Contributors are those who typically invest in the initial project during the production process. They can be distributors from a company or even private investors. They can even be celebrity to promote or take part in the game. This would have to be a well-liked celebrity though so that the game would get more public attention. As a result, this would also generate more sales of the game because fans of the celebrity in question might purchase the game, alongside gamers the purchase games more often in general. The organization known as Kickstarter is notable crowd-funding contributor in which it avoids traditional avenues of investment by taking donations from the public, in exchange for tangible rewards and special experiences for pledges. Contributors are an important source of help too gain more income and publicity towards a production.

An example of this is Ricky Gervais who took part in GTA: 4 as a “real-life” celebrity, being featured in an otherwise fictional version of New York City. 

Ricky Gervais


Locations





The right location is another vital importance in Pre-Production. When choosing a location for a company you’ll need to assess whether or not the location is suitable for everybody in the company. For example, if you chose a location in Edinburgh but a majority of the employees lived in Liverpool then this wouldn’t be suitable at all. Personnel in the company may want to travel to other countries and gain inspiration for the game they are working. Once they have decided what kind of scenery they require, the search for a suitable place or “location” begins. Scouts also look for anything spectacular or interesting beforehand, in order to have a “database” of locations in case of specific requests. Some location sites might need to be negotiated legally in order to be fully accessed such as private property, etc.

For example, a game’s location might be inspired and based on a entire “real-life” city or even country, with real landmarks and locations. Much like the cities in the GTA series are based off real-life cities, such as Liberty City (New York), Vice City (Miami) and San Andreas (Los Angeles, San Francisco and Las Vegas).  

 

 

Codes of Practice






Before anything can even be done it is important to make sure everybody adheres to the Codes of Practice, by following the laws and regulations during Pre-Production. It is also important to also adhere any Health and Safety regulations. Having the appropriate insurance is another important factor, as it covers any personnel, facilities and equipment used in pre-production. 


Regulatory Bodies

  • Ofcom: Ofcom (The Office of Communications) is a government-approved communication regulator and competition authority for the broadcasting, telecommunications and postal industries of the United Kingdom. It has a wide-range of powers across Television, Radio and Postal areas. It has the statutory duty of representing the interests of citizens and consumers by promoting competition and protecting the public from harmful or offensive material. Ofcom also presides over licensing, research, codes and policies, complaints, competition and protecting the radio spectrum from abuse.
  • PCC: PCC (Press Complaints Commissions) is a regulator for Newspapers and Magazines in the United Kingdom, consisting of representatives of Major Publishers. It is funded by the annual fee it charges Newspaper and Magazines. However, as of 2014 the PCC has since closed and been replaced by the IPSO (Independent Press Standards Organization).
  • ASA: ASA (Advertising Standards Authority) is an independent self-regulatory organization of advertising industry for all Media within the United Kingdom. Its role is to regulate all content of advertisement, promotion of sales and direct marketing, via investigating complaints directed at ads, promotion of sales or direct marketing. It is funded by the annual fee it charges the advertising industry.
  • PEGI: PEGI (Pan-European Game Information) is a videogame content rating system based in Europe that was establish to help consumers make informed decisions on buying videogames with the logo on the games’ boxes. It was created by the ISFE (Interactive Software Federation of Europe) and has since replaced many national age rating system with its very own system.
  • ESRB: ESRB (Entertainment Software Rating Board) is a self-regulatory organization that assigns age and content ratings, whilst enforces advertising guidelines and online privacy for videogames in the United Kingdom, United States and Canada.

Trade Associations


  • TIGA: TIGA (The Independent Game Developers Association) is a trade association representing the business and commercial interests of videogame developers in the United Kingdom and Europe, including independent games developers, developer-publishers, in-house publisher-developers, outsourcing companies, technology businesses and universities.
  • BIMA: BIMA (British Interactive Media Association) is an is an industry body representing the interactive media and digital industry in the United Kingdom, supporting individuals and organisations which deliver high quality, creative and innovative, interactive media solutions.

References


http://www.gtaforums.org/ (Wednesday 8 October 2014 | 15:00) (Picture of Ricky Gervais and Map)
http://www.ofcom.org.uk/about/what-is-ofcom/ (Wednesday 8 October 2014 | 15:05)
http://www.asa.org.uk/About-ASA.aspx (Wednesday 8 October 2014 | 15:10)
http://www.esrb.org/index-js.jsp (Wednesday 8 October 2014 | 15:15)

http://www.pegi.info/en/index/id/33/ (Wednesday 8 October 2014 | 15:25)



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