Development workflow diagram

I didn’t think this fit well in another sub-forum so I’m putting it here.

I downloaded UE4 and spent a few hours doing tutorials and getting overwhelmed by things so I thought I would try to organize the workflow into a high level diagram and figure out what went where in regards to hours, resources, and other programs. I did this so I could isolate what I could do from what I would need help with or what I would need to buy.

Here is my initial try at it.

I have a good bit of programming experience (lots of AI stuff but not for games though). I’m comfortable with sound and textures although what I make in those areas won’t be anything amazing. The FBX’s will definitely be the most challenging part for me. I need to look into alternatives to Autodesk if it is too expensive until I have more money I can invest in development. Any suggestions?

I would really appreciate any feedback on the workflow diagram rough draft I made. Also, if anyone wants to share development experience with regards to the amount time spent in each area that would be awesome.

( P.S.: Paint is a joke :stuck_out_tongue_winking_eye: )

3d Modelling Applications

Blender3D: Free
MayaLT: $30/month
Zbrush: $795
Lightwave3d: $995
Autodesk 3dsMax: $3675 or $185/month

Textures
Adobe Photoshop CC: $20/month
Substance Designer/Painter (Substance Indie Pack): $250

One thing that not many people, or least, from my experience, take into account, is the ability for movie production / motion graphics artists to design environments. Many of the overall techniques are the same, and you can get quite stunning results. Granted, these are primarily aimed for the TV/Movie industry, so obviously the programs are different, and the way you go about getting the effect is different, but in alot of cases, the root techniques are the same… VideoCoPilot.

One thing you overlooking is your database connection, if you’re designing an online game. Not necessarily an mmorpg, but something that connects to a database for stuff*. In your diagram, think of the DB as going behind the diagram, and it is connected to everything (or most everything).

Thanks very much for the info.

I had honestly not even considered the db yet. At places I’ve worked it has always been a set up environment you can use easily so setting that up hadn’t even crossed my mind yet lol

Well, for a simple, single player title that doesn’t need to be, shall I dare say, future proof, a database connection isn’t needed. It all depends on the mechanics of gameplay that you’re implementing. I think of online connected games which uses a DB for behind the scenes stuff as being harder, alot harder, to create. However, it makes updating and maintaining the game much easier, as all you need to do (if set up properly), are to add / modify / delete fields in the table(s). The end user would also appreciate this, as they won’t need to download a huge patch every time something is changed. The downfall of this though, is that it becomes an Always Online type of game, which people do raise their eyebrows at, with good reason; namely the biggest reason is longevity. How long will that server / DB be up and running.

I was not even thinking of using a db in that sense :). Software ideas can be interpreted so differently.

I was thinking of, as a simple example, having high scores available but not actually having the gameplay depend on a db connection.

Having a database as you describe seems like it would be appropriate for an mmo. Of course I really have no idea what the actual benefits could be in any concrete sense. Maybe something like it being super easy to tweak and balance items.