Assets, assets, assets! The objects that will appear in the final level. Every production require a list of those items for the organisational purposes and easier track of progress. For the purpose of this project, I have created TWO different lists!
I’ve decided to divide my asset list into two slightly different ones: MAIN OBJECTIVES and GENERAL ASSETS. The reason behind that was that there is a specific amount of objects required in the gameplay to work. The rest of the assets will also be important, but at a different level. They will create a playable level, but won’t play any more role to the player. This would be more like a ‘background assets’ that are required in the overall production, but not as much as the objective ones.


Although the second list already have some entries, it will be updated during the production process, as most of the objects will be produced during that stage and will be a part of unplanned (yet) progress. The amount of variations of one object is still unknown, but it will be kept in a reasonable amount to limit the wasting time. The different versions will be produced slightly later in the production stage than the required items. This should minimalise the mistakes or high time consumption.
As far this looks like a minimum that needs to be made to be able to produce a level, but I know I’ll add more in time. That’s why I’ve planned two months for assets creation (alongside with other tasks). This would require a lot of work on the project, but I believe that I can cope with that.