I'm faced with the daunting challenge of creating content (meshes, textures, models, animations, SFX, music, level maps, etc) for a number of titles, and i'm looking for ways to speed up the process of creating content.
A couple days of research online has only yielded the following (mostly obvious) tricks:
1. use off-the-shelf content when possible.
2. re-use existing content when possible.
3. use editors, either custom built or 3rd party, built into the game or stand alone.
4. apparently quick and dirty built-in custom editors for in-house use only are the best option if no 3rd party editor fits the bill.
5. custom built editors should be as easy to use as possible without requiring too much development time. after all, the goal is to build a game, not an editor.
6. get a big budget and a big staff (not always an option).
as an example of what i'm up against:
my current major project-in-work has 8 outdoor and 3 indoor environments, 61 weapons, over 100 monsters, 162 objects (so far, not including weapons and ammo), and about 400 action animations, plus SFX and music. maps are the only procedurally generated content. granted, this is for one of my larger projects, a FPS/RPG/person sim weighing in at about 50,000 lines of code.
i have a number of released titles in need of new versions, as well as a number of new titles that have passed rapid prototype and are ready for development. the project above is just one of them. coding is not the bottleneck, i have a decent game library that lets me quickly assemble 2d and 3d game engines. the basic code of another project took only 4 weeks from prototype to alpha, being a smaller project at about 7000 lines of code. content creation is the real bottleneck - at least in my case. i suspect its the general case as well, give the ratio of graphic artists, level designers, musicians, and Foley artists to coders in most big studio titles.
anyone know any other tricks for speeding up the process of making all this stuff?
Norm Barrows
Rockland Software Productions