Video Game Production Using UX Methods
Scope and planning 1
A course by Luis Daniel Zambrano , Game Designer and Producer
About the video: Scope and planning 1
Overview
“LEVEL 3-1: It is no secret that until the launch of the best known games is often delayed. The reason for this is that the development of a video game is virtually impossible to plan accurately. A video game is not created from the beginning on paper, a video game is discovered while it is developed using as a guide some premises raised from the beginning and that evolve on the fly. Just handling this uncertainty is going to be one of your biggest challenges as a producer, and it will require a constant work of restructuring both the execution plan and the size of the game they are developing.”
In this video lesson Luis Daniel Zambrano addresses the topic: Scope and planning 1, which is part of the Domestika online course: Video Game Production Using UX Methods. Learn user research methodologies and agile processes to professionally produce a video game.
Partial transcription of the video
“Scope and planning How long will it take to build your game? On this level we will go deeper in the responsibilities we talked in other lessons. Let's start by scope and planning, let's go. As we saw in previous lessons, in Teravision Games We have defined responsibilities for producers. One of the most important responsibilities of the producer is to help the development team understand the size of their game, how long is it going to take to run it and build a timeline that serves as a plan to track the project while it is running. This process is basically based on in the knowledge and ex...”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Video Game Production Using UX Methods
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Category
3D & Animation -
Areas
Game Design, UX / UI, Video Games

Luis Daniel Zambrano
A course by Luis Daniel Zambrano
A videogame fan since he was 5 years old, Luis Daniel Zambrano’s first console was an Intellivision II and his favorite game was BurgerTime. After several years, in 2006, he began developing video games in a professional manner in the Bogotá studio of which he is co-founder: Teravision Games.
He has worked in more than 80 video games in different roles ranging from programmer, illustrator, animator, to game designer and producer, for clients such as Disney, Nickelodeon, ESPN, DHX, Namco, Atari, Gun, among many others. To this day he admits that he has never been able to finish a Mega Man game.
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