7Production
THE ENTIRETY OF this book covers the extended reality production process—design, art, development, testing, deployment. However, there are some foundational building blocks that fall into a producer or project manager's responsibilities. Like the user flow, these building blocks have the potential to shift and expand throughout production, but be cautious as that occurs. Stay close to the original plan unless there is a significant reason to deviate. When drafting your original plan or detailing the scope of the work you're producing, keep your limitations in mind. Whether they are budgetary constraints, deadlines, or content requirements, these limitations will help you in the end and ensure your scope doesn't balloon.
The project scope should be simply defined before the start of design documentation. This will typically occur in your use case development phase. Whether you're producing an extended reality application for a customer or for your own internal organization (or for independent deployment), you will need enough information to put together a schedule and estimate resources.
Content
You won't be able to write out the project scope without knowing what content you want to include. For an augmented reality experience, what models or filters are you going to include? Identify how many assets you anticipate producing and at what fidelity or complexity these assets are. Understand that if you're working from someone else's 3D files, there will likely be ...
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