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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