Hi, everyone!
While I was searching for references for my new spare time 3D environment project, a question arose. As an artist, I value thorough preparation before diving into the creative process. It has been some time since I last worked on a personal 3D project (around a year), and I want to start fresh. So, my question for you is:
How do you specifically approach the
pre-production phase for 3D environments?
I'm not talking about what everyone already knows
(concept art, real refs, exhaustive textures/materials/lighting refs, tutorials, etc.), but more in terms of organization. For example, creating lists of the tasks to be done, categorizing those tasks, establishing estimated times to understand the project's duration, what methods are going to be used with notes on how to use them, and more.
The way I vision this is by having:
> A Word document/Notion pages with detailed information about the things I want to do, goals, and links to web pages (videos, tutorials, or research sites) that help me keep all the information in one place.
> A Pureref file with the references I need for the project.
> A calendar to measure the progress and understand its scope of it. In this particular case, I won't be too strict since I don't want to set a deadline. Nevertheless, it's important to have it to know the time I spend on each part.
I would love to know those secrets, tricks, programs, and methods that you usually use to prepare well and avoid getting overwhelmed in the process or "pausing" projects because you lose motivation.
Any help is welcome, and I'm excited to read your responses.
Thank you very much, and have a great day!
Replies
Regarding the concept of setting deadlines, it provides a sense of structure and urgency, enabling better planning and task prioritization. With that in mind, I'm curious to learn more about how you handle potential challenges or unexpected obstacles that may arise within the given timeframe. How do you adapt your approach while still aiming to meet the deadline? Any tips or strategies you could share would be greatly appreciated.
Then, two months later you are exhausted and you finally realized this tool solves a problem that wasn't really something you faced, or there is simpler way to downscope the project to solve same problem without having to learn new tech... etc.
If anyone want to expand this or add more ideas, feel free to do so!
You seem to be approaching an undefined task with a waterfall approach - this is a recipe for failure (ask IBM )
I'll echo some of what Alex says here because he's right.
pre-prod for an artistic endeavour is very similar to software development - beyond a list of key features you have no idea what you're making or how you're going to make it, you also cannot predict what will change as you progress through the process. As such it is sensible to apply an Agile-derived paradigm to managing it
The end goal of pre-prod is to answer a bunch of questions about how you're going to execute the final product.
Set a deadline
List the questions you need to answer (eg. how to make a flappy flag thing)
For each question give yourself a deadline to come up with 'an' answer - deliver the answer, even if it's not the best answer.
repeat and iterate on each question until you hit your deadline.
This is good because when you hit your deadline every question is answered (even if its a crap answer) and you can effectively plan your production