Question: The critical steps for developing a video game are provided in the following table. Also listed are the planned durations and the predecessor(s) for each
The critical steps for developing a video game are provided in the following table. Also listed are the planned durations and the predecessor(s) for each step.
| Activity | Description | Duration (months) | Immediate Predecessor(s) |
| A | Main storyline design | 3 | - |
| B | Main program coding | 6 | A |
| C | Character design and attribute configurations | 3 | A |
| D | Artwork design | 4 | A |
| E | 3D graphics design | 4 | C,D |
| F | User interface design and graphics integration | 3 | B,E |
| G | Alpha testing and debugging | 2 | F |
| H | Public testing and final adjustment | 1 | G |
| I | Media exposure and advertisement | 5 | E |
| J | Major launch preparation | 1 | H,I |
- Draw an activity-on-node (AON) network diagram for the project.
- Compute the earliest start (ES), earliest finish (EF), latest start (LS), and latest finish (LF), and slack for each activity. Display all values in a table format.
- Determine the critical path(s) for the project. What is the project duration (in months)?
- Which activities are non-critical and how much slack does each non-critical activity have?
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