Advice on how to approach budget definition?

Hello!

I’m a TA that just joined a mid-sized studio! and I was the first one hired here as a TA so for all this time the studio had been working on a game in Unreal without any TA help ( just artists and programmers)

And some problems that I’ve identified among other things is that there’s no LOD Setup for meshes, no texture group setup; no definition of budgets ( like frame budgets, memory budgets)

This means that we’re practically blindfolded; creating assets, moving in a direction hoping we don’t blow the budget eventually!

So I guess what i’d like to ask is if there’s any advice on how i could approach defining budgets like these?

And should i even be pre-emptively defining the budget at this stage? ( we’re still in the middle of production with no definite release timeline just yet, just a closed-alpha looming in a few months time )

Thanks for the help!

EDIT: should add that we’re aiming for cross-platform with Switch as the lowest device benchmark

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