D1
I have gave myself to make this game is 60 weeks, I strongly believe
that this amount of time will help my game be the best quality it can be and my game is not too complicated to make as it is only set in one city
(California) so the settings will be not too hard to create. In this time I
will have to do things such as research for my game, the script, the storyline,
game play
ideas, concept art, voice over’s,
graphics, advertising, game engine, sound and music, prototype, testing,
prototype release, bug fixes/game improvements, testing, advertising and the game release. All of these will be done in 60 weeks with the help of my Gantt chat I have made which sets out all the aspects of my game that I need to complete and how long each one will take. In my opinion, I do not have to worry about the popularity of my game as there has been an increase in popularity of life-stimulation games in the past 5 years thanks to the games such as Sims and Virtual Families.
A way to give my game 'choose your life' maximum popularity is by getting famous youtubers to review their game on their youtube site where millions of their fans will see it. This is a clever marketing technique as people will see the review and may want to purchase the game and increases my profit.
As my release date is August, I
will ensure that before my game is released, I will ensure all legal and ethical issues are cleared up. I need to ensure I have enough time to clear any problems I may come across while making the game.
The marketing Team will play a massive part in hyping up my game before its release date to people who may buy the game. GTA V was a successful marketing technique as the marketing team for that game hyped up the game months before it was released. I will use this idea when working with my video game and hope that a similar success is reached.




The marketing Team will play a massive part in hyping up my game before its release date to people who may buy the game. GTA V was a successful marketing technique as the marketing team for that game hyped up the game months before it was released. I will use this idea when working with my video game and hope that a similar success is reached.