Chapter 57: Mobile Game Planning

After seeing Frank Grant off, Alex Parker returned to his studio.

Currently, he hasn't written a single word for the game design document, but he isn't worried. The rules for a card-based mobile game were relatively simple, with the combat system, values, and level configurations being the more complex parts that didn't need to be rushed.

Right now, Alex must complete the script and storyboards for the animation.

By heating up the "I Am MT" IP with the animation, the mobile game could then start making money. Hence, the animation needed to be released well before the game went live, as it would take time for the animation to gain popularity.

The total development period for the game was planned to be four months, and Alex outlined the following plan:

In the first week, he would finalize all the character designs, scene concept art, scripts, and storyboards for the first season of the "I Am MT" animation and start the animation production process.

The animation production timeline was roughly one episode per week, each episode being ten minutes long.

Given the shorter duration of each episode compared to typical animations, Alex was concerned that the initial episodes might not generate enough buzz. Therefore, he planned to release the first three episodes together after one month.

Subsequent episodes would be released weekly, with the first season completing in three months. Whether to seamlessly transition to the second season would depend on the development plan at that time.

While the animation was in production, game development would proceed concurrently but at a more relaxed pace, with the primary focus on adjusting various values.

The card illustrations and other art resources were expected to be resolved smoothly without any major issues.

Alex aimed to complete the game in roughly three months, allowing ample time for testing and fine-tuning.

Thus, the first step was to spend a week preparing all the scripts and storyboards for the first season of "I Am MT."

During this time, Alex transformed into an illustrator, using memory playback potions to recall forgotten details while drafting the scripts and storyboards.

Additionally, Alex needed to create essential concept art for each scene to provide the animation production team with references.

During this period, Alex decided against using the Super Accelerator again, as the side effects from the last use were quite severe and still left him feeling uneasy.

...

A week later.

Frank Grant revisited the experience store, and Alex showed him the completed scripts, storyboards, and scene concepts.

Frank was surprised to find the scripts and storyboards very complete and fairly standardized, which allowed him to visualize the entire animation roughly just from the storyboards.

Moreover, the character designs were entirely novel, with the protagonist being a cow?

"Hmm..."

Frank rubbed his chin. He had initially thought Alex, like some wealthy clients, was just dabbling in animation for fun. However, after seeing the storyboards and scripts, it was clear that although not perfect, the story had good potential.

If this were a project from his studio, Frank would likely allocate the best resources to its production.

Additionally, Alex's scripts and storyboards were very detailed, even including notes on the intent behind certain dialogues and voice acting considerations.

Frank didn't know that Alex had made some adjustments to the original "I Am MT" scripts, replacing overly obscure references with content more easily understood by the audience in this world.

With his maxed-out scriptwriting ability, it was easy for Alex to modify these aspects.

"If you have more professional insights regarding the scripts and storyboards, feel free to suggest them; they can be modified," Alex said.

Frank nodded, "Alright, if we come up with better ideas, we'll discuss them with you. But I must say, your script is quite good. I think this animation has the potential to become quite popular."

Alex smiled to himself. Quite popular? You're underestimating this animation.

However, this was understandable. Although "I Am MT" received much praise upon release in his previous life, no one could have predicted how popular it would become.

Even when Ledo Entertainment bought the "I Am MT" rights for $300,000, many thought the company had lost its mind.

Looking back, most people underestimated the potential of this animation and game.

Frank initially worried that Alex's script and storyboards might not be reliable, but after seeing the materials, those concerns were dispelled.

The discussions went smoothly, and they agreed to sign the contract early next month and officially start production.

Zack Johnson sent over a legal team member to help Alex review the contract. After confirming there were no issues, Alex officially signed and paid.

The second month's revenue from "Plants vs. Zombies" was over $260,000, with $180,000 allocated for the production of "I Am MT" animation and the remainder for purchasing card illustrations and other art resources.

...

With the animation production set, Alex now waited to see the final product.

Next, Alex began planning the rules for the "I Am MT" mobile game.

Initially, "I Am MT" had relatively simple gameplay and systems, but it became more complex and bloated after numerous updates.

Alex didn't plan to transfer all the systems and functions directly. Adding new systems and gameplay through updates was often a necessity to keep players engaged and prevent them from losing interest.

In the game's early stages, Alex aimed to streamline the experience, avoiding overwhelming players with too many features simultaneously.

With the game's final form in mind, Alex began drafting the main framework of the design document.

These documents included: main interface layout, basic combat system, card development system, dungeon planning, memorable battles, account attributes (level, rank, stamina, etc.), shop and VIP features, friends, guilds, inventory, chat, mail, and daily activities.

Thanks to the memory playback potions, Alex quickly wrote the main framework, as these systems were standard in later domestic mobile games and had been validated countless times, making the design straightforward.

Alex's main work focused on two aspects: card development and combat system, as well as balancing levels and card values.

Alex initially considered delegating some of the design document work to Amy Johnson but decided against it, as these functions were unfamiliar to her. Having her write them would likely require Alex to revise them later, wasting time.

Moreover, explaining the design intentions of this game to Amy would be difficult. It would be more efficient to have Amy focus on creating card illustrations.

Once the design documents were complete, Amy could input them into the editor.

With the main framework set, Alex didn't delay further. After a brief ten-minute rest, he began writing the crucial combat system document.