Tale of Tales “8” VAF Mile Stone Plan

The evolution of The Formal Dining Room from prototype to demo

August 2002

April 2003

September 2003

October 2003

This is a plan for spreading the grant of 100.000 Euros received from the Vlaams Audiovisueel Fonds over 8 mile stones during 1 year (2003-2004). At the end of the plan we should have achieved the following Three Goals:

1. Finish part of the Game
2. Find a means to produce and publish the complete Game
3. Establish a team for production of the Game

In order to be able to follow this plan, the mile stones need to be paid at the start of every step. At the beginning of each step, VAF will be presented with the result of the preceeding step, including full accounting of the how finances were used.

Game publishers will be communicated with continuously during the first five Steps. They will be presented with demos and documents via the internet and normal mail. Arrangements will be made for setting up personal meetings, scheduled for Step 6. If we can meet with a publisher earlier, or if it is impossible for a certain publisher to meet with us at the time of Step 6, we will schedule this meeting on another time. We feel that meeting publishers in person will give us a better opportunity for explaining our project. But since we are only going to have one chance to do this with every publisher, we want to make sure we are ready for it. Also we have learned that it is a good idea to let a relationship with a publisher grow over time. Especially since “8” does not easily fit into any of the existing game categories, it may take some time for third parties to fully appreciate its quality.

There are two variables that may influence the course of this plan.
If we find coproducers and have access to extra funding, our team will probably expand as of Step 3. If we can come to an arrangement with a publisher, Step 7 and Step 8 may be canceled. At that point, we will be able to meet the requirements of VAF for the release of the full 100.000 Euros. Step 7 and Step 8 have been included to deal with failure to secure a deal with a commercial game publisher. They serve the purpose of developing alternative means of publication.

If the budget for a certain step was underestimated, we will compensate out of our own pockets where possible. If the budget was overestimated, we will save the money and add it to Alternative Production Budget of Step 8.
During this Mile Stone Plan, we will be hiring collaborators on a freelance basis for short amounts of time or for specific jobs. This also serves the purpose of testing people for possible inclusion in the team that will produce the full game.

Figures are in 1000 Euros.
"Work" signifies work done by Auriea Harvey and Michaël Samyn.

Click on the Step titles to see details (if you are using Internet Explorer or Opera).

STEP START END COST
Step 1: Documentation Nov 15 Dec 31 12
Equipment
File server for safely storing game assets.
Fast scanner for quickly digitizing source material and sketches.
4
Hire Freelance Accountant or Business Manager
Help with hiring people, taxes, bookkeeping, etcetera.
2
Work
Finish the full game design.
Add to the public website: information, screenshots and stories.
Dealing with the feedback on DEMO ONE.
Contact all potential co-producers (in Europe).
Prepare presentation documents for publishers.
Contact publishers.
Contact potential team members and consultants.
Find Animator, Concept Artist and Modeler to hire in Step 2.
6
Step 2: Animation Jan 1 Feb 28 20
Travel
Go to consultants (Netherlands, U.K., France,...) or bring them here.
1
Consult with Act-3D (or QUest3D expert)
Analyze game engine and suggest improvements.
Decide on which extra software the game engine would require.
1
Consult with game industry professionals
Evaluate the design of the game and suggest improvements.
Advise on production and publication options.
2
Hire Freelance Animator
2 Months full time.
Help with Animation Demo: cut scenes and animations of main character.
4
Hire Freelance Concept Artist
2 Months part time.
Help with visualizing ideas for game world and characters.
2
Hire Freelance Modeler
Remake the main character of the game to so that it is suitable for animation.
2
Work
Finish assets necessary for animation demo (architecture, objects, characters etc.)
Redesign weak spots in the game engine.
Make DEMO 2: Animation Demo.
Negotiating with co-producers.
Find Quest3D Programmer to hire in Step 3.
8
Step 3: Education Mar 1 Apr 30 20
Order custom software
Hire Act-3D and/or another Quest3D channel(C++) programmer.
Producing extra software for the game engine.
Path Finding, Shadows, Artificial Intelligence, Forest Engine, etcetera.
5
Hire Freelance Concept Artist
2 Months part time.
Help with visualizing ideas for game world and characters.
2
Hire Freelance Quest3D Programmer
2 Months full time.
Streamline game engine.
Help with Artificial Intelligence.
4
Consult with Artificial Intelligence programmer(s).
Discuss systems for autonomous behaviour, learning and memory of main character.
1
Work
Finish several rooms and characters.
Program artificial intelligence systems.
Make DEMO 3: Artificial Intelligence Demo.
Submit an Animation funding proposal to the VAF.
Find Sound Designer and Modeler to hire in Step 4.
8
Step 4: Graduation May 1 Jul 15 22
Equipment
Portable workstation for presentations.
4
Hire Freelance Modeler
2 Months full time.
Model and texture game assets (architecture, characters).
4
Hire Sound Designer
1 Month full time.
Record and produce extra sounds.
Replace placeholder sounds by final ones.
2
Hire Accountant or Business Manager
Help prepare Production Plan for the full game.
2
Work
Decide how big the team should be and who should be in it.
Implement new and extra sounds.
Make a 4th demo if necessary to illustrate aspects of the game missing in other demos.
Wrap up all demos and polish the game to achieve publication-ready quality.
Prepare production plan for the full game.
Produce documents required for presentations.
10
Step 5: Presentation Jul 16 Aug 15 7
Travel
One trip to the USA (West Coast) to meet several publishers there.
Several trips to publishers around Europe.
3
Work
Make final presentations to Publishers.
4
Step 6: Finalization Aug 16 Sep 15 5
Hire Accountant or Business Manager
Review and advise on contracts and business documents.
1
Work
Secure a deal with a publisher.
4
If the Three Goals have been met here, the rest of the plan is abandoned.
VAF gives us the remaining 14.000 Euros.
Full team is hired and production of complete game starts.
 
Step 7: Exploration Sep 16 Oct 15 4
Work
Find alternative means of publication.
Contact book publishers, other publishers, museums, etcetera.
4
Step 8: Desperation Oct 16 Nov 15 10
Alternative production
Production, distribution and marketing.
6
Work
Downscaling, turn it into art, self-publication, self-distribution, etcetera.
4