12 KiB
Project Plan - 90-Day Dubai Metaverse Production
Overview
This document outlines the complete 90-day production plan for the Dubai Metaverse project, broken down by phases, weeks, and specific deliverables.
Timeline Summary
- Phase 1: Pre-Production (Days 1-15) - 2 weeks
- Phase 2: Environment Production (Days 15-45) - 3 weeks
- Phase 3: World Systems (Days 45-70) - 3.5 weeks
- Phase 4: Gameplay + Interaction (Days 70-85) - 2 weeks
- Phase 5: Final Polish + Packaging (Days 85-90) - 1 week
Total Duration: 90 days (12.5 weeks)
Phase 1: Pre-Production (Days 1-15)
Week 1: Vision, Scope, & Pipeline Setup (Days 1-7)
Objectives:
- Establish project foundation
- Set up development pipeline
- Configure Unreal Engine 5.4
- Create project documentation
Key Deliverables:
- ✅ Project charter and technical brief
- ✅ Art bible and visual style guide
- ✅ District selection and hero landmark decision
- ✅ Unreal Engine 5.4 project initialized
- ✅ Version control configured (Git LFS)
- ✅ Project folder structure created
- ✅ Naming conventions established
- ✅ Essential plugins installed
Technical Tasks:
- Initialize UE5.4 project with correct settings
- Configure Nanite, Lumen, World Partition
- Set up Git LFS for large files
- Install required plugins (PCG, MRQ, etc.)
- Create folder structure
- Document pipeline workflows
Success Criteria:
- All documentation complete
- UE5 project ready for asset import
- Version control working correctly
- Team can begin work immediately
Week 2: Geospatial Acquisition + Blockout (Days 8-15)
Objectives:
- Acquire geospatial data for Dubai Marina
- Create accurate 1:1 scale blockout
- Validate layout and scale
- Identify asset requirements
Key Deliverables:
- ✅ OpenStreetMap data imported
- ✅ GIS/DEM terrain data processed
- ✅ Playable graybox level
- ✅ Accurate building footprints
- ✅ Road network established
- ✅ Asset list (Tier 1, 2, 3)
- ✅ Blockout review completed
Technical Tasks:
- Import OpenStreetMap building data
- Generate terrain from elevation data
- Create proxy building meshes
- Set up road network
- Validate scale and navigation
- Document data sources
Success Criteria:
- Blockout accurately represents Dubai Marina
- Scale is 1:1 and validated
- Navigation flow is logical
- Asset list is comprehensive
Phase 2: Environment Production (Days 15-45)
Week 3: Procedural City Generation (Days 15-22)
Objectives:
- Set up PCG system for building placement
- Integrate Houdini for advanced procedural generation
- Populate blockout with procedural content
- Establish procedural workflows
Key Deliverables:
- ✅ PCG graphs for building placement
- ✅ PCG graphs for road props
- ✅ PCG graphs for vegetation
- ✅ Houdini HDAs for building generation
- ✅ Populated blockout (60-70% proxy buildings)
- ✅ Procedural workflow documented
Technical Tasks:
- Create PCG building placement rules
- Generate LOD1-LOD3 building proxies
- Set up road material and decals
- Populate lamp posts, sidewalks, barriers
- Create tree placement system
- Integrate Houdini building generator
Success Criteria:
- Blockout fully populated procedurally
- 60-70% of buildings represented
- Procedural system is reusable
- Performance is acceptable
Week 4: Hero Landmark Modeling + Texturing (Days 22-29)
Objectives:
- Model Cayan Tower to photoreal quality
- Create 8K texture sets
- Set up Nanite mesh
- Achieve photoreal visual quality
Key Deliverables:
- ✅ Cayan Tower high-poly model
- ✅ 8K texture sets (UDIM workflow)
- ✅ Nanite static mesh
- ✅ PBR materials (glass, chrome, etc.)
- ✅ Arabic calligraphy textures (if needed)
- ✅ Hero asset imported to UE5
Technical Tasks:
- High-poly modeling of Cayan Tower
- Low-poly optimization (if needed for Nanite)
- Substance Painter texturing (8K)
- Material creation (glass, chrome, emissive)
- Nanite conversion and import
- Material assignment and testing
Success Criteria:
- Hero asset is photoreal quality
- 8K textures are properly applied
- Nanite mesh renders correctly
- Materials match reference
Week 5: Detailed Architecture + Materials (Days 29-36)
Objectives:
- Model 20-40 primary buildings
- Create material library
- Apply 4K-8K textures
- Add weathering and detail passes
Key Deliverables:
- ✅ 20-40 primary buildings modeled
- ✅ Dubai architecture material library
- ✅ 4K texture sets for buildings
- ✅ Shader variations (dust, fingerprints, weathering)
- ✅ Global decal pass
- ✅ 70-80% buildings at production detail
Technical Tasks:
- Model primary buildings
- Create shared material library
- Texture buildings (4K-8K)
- Add unique rooftop elements
- Create shader variations
- Apply global decals
Success Criteria:
- 70-80% buildings complete
- Material library is comprehensive
- Textures are production quality
- Performance is maintained
Phase 3: World Systems (Days 45-70)
Week 6: Lighting, Atmosphere, & Weather (Days 36-43)
Objectives:
- Set up Lumen global illumination
- Create day/night cycle
- Configure atmosphere and weather
- Achieve realistic Dubai lighting
Key Deliverables:
- ✅ HDRI sky setup
- ✅ Day/night cycle system
- ✅ Volumetric fog and atmosphere
- ✅ Heat haze shader
- ✅ Post-process volume
- ✅ Sunrise to sunset cycle working
Technical Tasks:
- Configure Lumen GI and reflections
- Set up HDRI sky
- Create directional light with day/night cycle
- Add volumetric fog
- Create heat haze shader
- Configure post-process (bloom, DOF, color grading)
Success Criteria:
- Lighting matches Dubai aesthetic
- Day/night cycle transitions smoothly
- Performance is acceptable
- Visual quality is cinematic
Week 7: Vehicles, Water, & World FX (Days 43-50)
Objectives:
- Set up Chaos vehicle system
- Create Marina water simulation
- Add particle effects
- Implement AI traffic
Key Deliverables:
- ✅ Dubai supercars (Lamborghini, G-Wagon, Ferrari)
- ✅ Chaos vehicle system working
- ✅ Marina water shader with reflections
- ✅ Particle effects (dust, heat, sand, fountains)
- ✅ AI traffic spline system
- ✅ Drivable vehicle
Technical Tasks:
- Model/import supercar vehicles
- Set up Chaos vehicle physics
- Create vehicle controller
- Develop Marina water shader
- Create particle systems
- Set up AI traffic on splines
Success Criteria:
- Vehicles drive realistically
- Water looks photoreal
- Particle effects enhance atmosphere
- Performance is maintained
Week 8: MetaHumans + AI NPCs (Days 50-57)
Objectives:
- Create 5-10 diverse MetaHumans
- Set up NPC behavior trees
- Integrate ChatGPT dialogue (optional)
- Populate district with NPCs
Key Deliverables:
- ✅ 5-10 MetaHumans created
- ✅ Animation sets (walking, sitting, phone, gestures)
- ✅ Behavior trees for NPCs
- ✅ NPC AI controller
- ✅ ChatGPT integration (optional)
- ✅ NPCs populating district
Technical Tasks:
- Create MetaHumans in MetaHuman Creator
- Import MetaHumans to UE5
- Set up animation blueprints
- Create behavior trees
- Implement NPC controller
- Integrate ChatGPT API (optional)
Success Criteria:
- NPCs look realistic
- Behavior is natural
- Performance is acceptable
- Dialogue system works (if implemented)
Phase 4: Gameplay + Interaction (Days 70-85)
Week 9: Core Interactions (Days 57-64)
Objectives:
- Create player controller
- Implement interaction system
- Add UI elements
- Set up navigation system
Key Deliverables:
- ✅ Player controller (first/third-person)
- ✅ Interaction system framework
- ✅ Interactable objects (doors, holograms, info panels, elevators)
- ✅ UI widgets (main menu, mini-map, interaction prompts)
- ✅ Teleport/fast travel system
- ✅ Simple quest/navigation system
Technical Tasks:
- Create player pawn and controller
- Build base interactable class
- Implement specific interactions
- Create UI widgets
- Set up input mapping
- Create navigation system
Success Criteria:
- All interactions work correctly
- UI is functional and polished
- Navigation is intuitive
- Performance is maintained
Week 10: Cinematic Rendering + Performance Pass (Days 64-71)
Objectives:
- Create 6-12 cinematic shots
- Set up Movie Render Queue for 8K
- Optimize performance
- Achieve target frame rates
Key Deliverables:
- ✅ 6-12 cinematic sequences
- ✅ Master cinematic sequence
- ✅ Movie Render Queue presets (8K EXR, 4K MP4)
- ✅ Performance optimizations
- ✅ LOD system complete
- ✅ World Partition streaming optimized
- ✅ 45-60 second 8K cinematic trailer
Technical Tasks:
- Create cinematic sequences in Sequencer
- Set up camera paths (drone, helicopter, street)
- Configure Movie Render Queue
- Render 8K EXR output
- Performance profiling and optimization
- LOD generation and assignment
- Streaming volume optimization
Success Criteria:
- Cinematic renders at 8K successfully
- Playable demo runs at 60-90 FPS
- All optimizations implemented
- Visual quality maintained
Phase 5: Final Polish + Packaging (Days 85-90)
Week 11-12: Testing & Build Delivery (Days 71-90)
Objectives:
- Complete testing and QA
- Integrate audio
- Package final build
- Create developer handoff documentation
Key Deliverables:
- ✅ Comprehensive testing completed
- ✅ Audio integrated (ambient, vehicles, footsteps, music)
- ✅ Final build packaged (Windows)
- ✅ Pixel Streaming setup (optional)
- ✅ VR stub (optional)
- ✅ Complete documentation
- ✅ Developer handoff kit
Technical Tasks:
- Execute testing checklist
- Fix identified bugs
- Integrate audio assets
- Configure final game mode
- Package Windows build
- Set up Pixel Streaming (optional)
- Create final documentation
- Generate asset catalog
Success Criteria:
- All systems tested and working
- Build packages successfully
- Documentation is complete
- Ready for delivery
Milestone Summary
| Milestone | Date | Deliverable |
|---|---|---|
| M1: Project Setup | Day 7 | Documentation, UE5 setup, version control |
| M2: Blockout Complete | Day 15 | Playable graybox, asset list |
| M3: Procedural Generation | Day 22 | Populated blockout with PCG |
| M4: Hero Asset Complete | Day 29 | Cayan Tower photoreal |
| M5: Architecture Complete | Day 36 | 70-80% buildings done |
| M6: Lighting Complete | Day 43 | Day/night cycle, atmosphere |
| M7: Vehicles & Water | Day 50 | Drivable vehicles, Marina water |
| M8: NPCs Complete | Day 57 | MetaHumans with behavior |
| M9: Interactions Complete | Day 64 | Full interaction system |
| M10: Cinematic Complete | Day 71 | 8K cinematic trailer |
| M11: Final Delivery | Day 90 | Complete demo, documentation |
Risk Management
Schedule Risks
- Asset Creation Delays: Mitigate with early start, parallel workstreams
- Integration Issues: Early integration testing, modular design
- Performance Problems: Early performance testing, optimization passes
Technical Risks
- Nanite/Lumen Compatibility: Early testing, fallback strategies
- Water Simulation Complexity: Prototype early, simplify if needed
- Performance Targets: Continuous optimization, quality vs. performance balance
Scope Risks
- Feature Creep: Strict scope control, change management
- Quality Expectations: Clear quality targets, regular reviews
Resource Requirements
Team Roles
- Technical Director: Overall technical leadership
- Environment Artists: Building modeling, texturing
- Lighting Artist: Lighting, atmosphere, post-process
- Technical Artist: PCG, Houdini, shaders
- Gameplay Programmer: Interactions, vehicles, NPCs
- VFX Artist: Particles, water, effects
- Audio Designer: Ambient audio, sound effects
Tools & Software
- Unreal Engine 5.4
- Blender/Maya (3D modeling)
- Houdini (Procedural generation)
- Substance Painter/Designer (Texturing)
- RealityCapture/Luma AI (Photogrammetry)
- Git LFS or Perforce (Version control)
Success Metrics
Technical Metrics
- ✅ 60-90 FPS at 1440p/4K
- ✅ 8K EXR cinematic renders successfully
- ✅ All systems functional
- ✅ Performance targets met
Quality Metrics
- ✅ Photoreal visual quality
- ✅ Hero asset meets 8K quality standard
- ✅ Lighting matches Dubai aesthetic
- ✅ Materials demonstrate PBR excellence
Delivery Metrics
- ✅ Playable demo functional
- ✅ 8K cinematic trailer complete
- ✅ Documentation comprehensive
- ✅ Codebase clean and scalable
Version: 1.0 Last Updated: [Current Date] Status: Active