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	<title>Garshasp Development Blog &#187; Production</title>
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	<link>http://dev.garshasp.ir/blog</link>
	<description>The stuff that our lives are made of!</description>
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		<title>Game Connection 2009</title>
		<link>http://dev.garshasp.ir/blog/archives/157</link>
		<comments>http://dev.garshasp.ir/blog/archives/157#comments</comments>
		<pubDate>Tue, 08 Dec 2009 00:17:31 +0000</pubDate>
		<dc:creator>fassihi</dc:creator>
				<category><![CDATA[Production]]></category>

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		<description><![CDATA[We are glad to be participating in Game Connection 2009 in Lyon, France, which starts tomorrow morning. The extended and enhanced planned version of Garshasp will be presented to publishers.]]></description>
			<content:encoded><![CDATA[<p>We are glad to be participating in Game Connection 2009 in Lyon, France, which starts tomorrow morning. The extended and enhanced planned version of Garshasp will be presented to publishers.</p>
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		<slash:comments>4</slash:comments>
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		<title>Workshop Schedule</title>
		<link>http://dev.garshasp.ir/blog/archives/144</link>
		<comments>http://dev.garshasp.ir/blog/archives/144#comments</comments>
		<pubDate>Sun, 27 Sep 2009 07:22:10 +0000</pubDate>
		<dc:creator>fassihi</dc:creator>
				<category><![CDATA[3D character]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[Concept Art]]></category>
		<category><![CDATA[Editor]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Production]]></category>

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		<description><![CDATA[The schedule for the workshops held by the Garshasp development team for the third Digital Media Festival in Tehran can be found here: http://garshasp.ir/node/178]]></description>
			<content:encoded><![CDATA[<p>The schedule for the workshops held by the Garshasp development team for the third Digital Media Festival in Tehran can be found here:</p>
<p><a href="http://garshasp.ir/node/178" target="_blank">http://garshasp.ir/node/178</a></p>
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		<slash:comments>2</slash:comments>
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		<title>Post GamesCom</title>
		<link>http://dev.garshasp.ir/blog/archives/128</link>
		<comments>http://dev.garshasp.ir/blog/archives/128#comments</comments>
		<pubDate>Thu, 27 Aug 2009 05:54:40 +0000</pubDate>
		<dc:creator>fassihi</dc:creator>
				<category><![CDATA[Production]]></category>

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		<description><![CDATA[GamesCom was great. We got to evaluate Garshasp on an international level for the first time. We know much better how we should proceed with the final touches of development now. Polish time. Lots of polish needed.]]></description>
			<content:encoded><![CDATA[<p>GamesCom was great. We got to evaluate Garshasp on an international level for the first time. We know much better how we should proceed with the final touches of development now. Polish time. Lots of polish needed.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>World Creation Paradox</title>
		<link>http://dev.garshasp.ir/blog/archives/32</link>
		<comments>http://dev.garshasp.ir/blog/archives/32#comments</comments>
		<pubDate>Mon, 27 Apr 2009 22:31:32 +0000</pubDate>
		<dc:creator>fassihi</dc:creator>
				<category><![CDATA[Concept Art]]></category>
		<category><![CDATA[Environment Art]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[production workflow]]></category>

		<guid isPermaLink="false">http://dev.garshasp.ir/blog/?p=32</guid>
		<description><![CDATA[For months we saw ourselves come to the same major question whenever we wanted to plan for the level creation tasks. The question was basically, &#8220;Where should we start from?&#8221;. There are always at least three main poles which need proper attention in order for a well balanced output, these are 1- Visuals (Graphics) 2- [...]]]></description>
			<content:encoded><![CDATA[<p>For months we saw ourselves come to the same major question whenever we wanted to plan for the level creation tasks. The question was basically, &#8220;Where should we start from?&#8221;.</p>
<p>There are always at least three main poles which need proper attention in order for a well balanced output, these are 1- Visuals (Graphics) 2- Game Play (Fun factor) 3 &#8211; Technical Feasibility (coding). If you want to create a level which looks great, is really fun to play and can be created considering the technical constraints or project constraints, then the three elements seem like they form a closed loop and it would be hard to decied where exactly the process should start from. Should we worry about the visuals first? Should we see what we can achieve technically and constrain the rest or should we consider the fun gameplay elements and then add the other layers?</p>
<p>There seems to be no strict answer to the above issue and after lots of discussions, we came up with a specific methodology to perform which we are following currently. Seeing a presentation from this years GDC from the Bioware team which was used for Mass Effect 2 strengthened our selected methodology.</p>
<p>What we are doing currently is to come up with the general visual concepts first, prepare the first phase for the level map which is 2D and then a 3D spatial map using boxes, fill it with the first stage of 3D models, play test the crude (un-textured) level in the game and implement the necessary code features and then re-iterate the loop by polishing the concepts, the 3D elements and gameplay testing and level design tweaking.  We have planned for four iterations. So far it seems to be a good choice although we need more time to really be able to tune the methodology and level development pipeline.</p>
<p>This task is very critical since it requires very close collaboration between members of different departments. Its quite fun also.</p>
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		<slash:comments>2</slash:comments>
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