Multimedia Development Life Cycle (MDLC) : February 2022
Multimedia Development Life Cycle (MDLC) : February 2022
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Multimedia Engineering Technology, School of Applied Science Telkom University,
Jalan Telekomunikasi No. 1, Bandung 40257, Indonesi
Abstract
Multimedia Development Life Cycle (MDLC) is a multimedia product development cycle
that begins with product analysis, product development, and launch stages. Although it
has the same development roots as the Software Development Life Cycle (SDLC), MDLC
has unique characteristics related to the development and use of multimedia elements.
The development of technology, especially in interactive multimedia, is increasing.
However, the literature review on MDLC has not progressed. This paper aims to produce
a new version of MDLC that tries to cover some of the weaknesses in the previous version
of MDLC. In addition, this model can also be used as reference material and further
studies in the discussion of interactive multimedia product development methods.
Keywords: MDLC, Method, Interactive Multimedia
1. Introduction
A multimedia product is a product that allows interaction between users and various
technologies that contain multimedia elements [1]. In general, multimedia building
elements consist of text, images, audio, video, animation, and interaction. Based on these
building elements, multimedia products can be categorized into two parts, namely linear
and non-linear multimedia products. A linear multimedia product is a passive product that
does not require navigation control or interaction with the user. Examples of linear
multimedia products are posters or animated videos.
Meanwhile, non-linear multimedia products, also known as hypermedia products, are
active products that allow interaction to enhance user experience. Examples of non-linear
multimedia products are videos on websites that allow for navigational control or game
applications. Multimedia Development Life Cycle (MDLC) is a multimedia product
development cycle that begins with product analysis, product development, and launch
stages. Although it has the same development roots as the Software Development Life
Cycle (SDLC), MDLC has unique characteristics related to the development and use of
multimedia elements. In addition, although game applications are part of non-linear
multimedia products, the complexity of developing game applications causes the
development model to be made separate and more specific using Game Development Life
Cycle (GDLC). In general, MDLC is used to build linear and non-linear multimedia
products. Table 1 compares several types of MDLC that are popular today [2]-[6].
Tabel 1. MDLC Comparison
No MDLC Fase
Each MDLC has its advantages and disadvantages. In Luther's model, the model's
superiority lies in the Material Collecting and Assembly stages, which allow developing
multimedia products to be faster because not all multimedia assets have to be developed
from scratch. However, this model does not explicitly mention the interactive side for
non-linear multimedia products. On the other hand, Godfrey's version of MDLC puts too
much emphasis on non-linear multimedia products or games.
a. Initialization
The initialization phase is the initial phase to determine the form of multimedia
products to be developed. The output of this phase is an initial initialization draft
document that determines the requirements for the product to be developed, the structure
of the team involved, the duration of work, and the required development budget.
Suppose the multimedia product to be developed is a linear product, such as graphic
design or animated films. In that case, this phase must determine the scope of the duration
of the animated film to be made, the perspective to be used in 2D/3D, the production
pipeline to be used, and the team's composition that will be used. Meanwhile, suppose the
multimedia product to be developed is a non-linear product, such as an interactive
multimedia application. In that case, this phase must determine what features to have, the
platform to be targeted, and the development technology to be used.
b. Blueprint Design
The Blueprint Design phase is the most critical because this phase must be able to
produce various technical documents that will be a reference in the entire product
development process. Suppose the multimedia product to be developed is a linear product,
such as graphic design or animated films. In that case, this phase must produce initial
sketches of characters, environments, tone/shading, and central storytelling. In addition,
this phase must also produce detailed storyboards that will be used as a reference in the
process of making animation. If the multimedia product to be developed is a non-linear
product, then this phase must produce a user journey blueprint, user interface design, and
user experience. Before entering the production phase, this phase must also produce an
initial mockup of the application as initial validation.
c. Assets Preparation
The assets Preparation phase is a phase for preparing various forms of multimedia
assets used in the production process. The output of this phase is a shared library that
contains various forms of multimedia assets that have been classified and are independent
assets that are ready to be integrated with other assets.
Suppose the multimedia product to be developed is a linear product, such as
graphic design or animated films. In that case, this phase must produce character assets
that can be animated have various expressions and combinations of clothes/outfits if
needed. This phase must also collect various generic assets such as houses, roads, trees,
and other secondary visual assets. In addition, this phase must also prepare supporting
assets such as audio, background music, and SFX. Suppose the multimedia product to be
developed is a non-linear product. In that case, this phase must prepare libraries in the
form of UI/UX interaction elements and independent programming scripts that can be
used in a modular fashion to execute functions at each event.
d. Product Development
The Product Development phase is the main phase in the entire MDLC process.
The output of this phase is a multimedia product, either linear or non-linear. This phase
is an accumulation of various more minor production phases. In developing linear
multimedia products such as video and animation, this phase will produce several video
clips, which will later be integrated into the main file. While in non-linear multimedia
products such as web or applications, this phase will produce several UI pages or forms
integrated into the main application.
The Testing & Validation phase is a phase to test the resulting multimedia product.
Validation in this phase will be carried out using the initial document in the Initialization
phase. If there are still some features or functions that are not by the initial design, then
this phase will continue with production to improve the features or functions needed.
3. Conclusion
Multimedia products are products that contain multimedia elements and elements.
This product is divided into two categories, namely linear and non-linear products.
Multimedia Development Life Cycle (MDLC) is a model that can be used as a reference
in developing a multimedia product, either linear or non-linear. Based on the combination
of advantages and improvement of the weaknesses of various previous MDLC models,
the author proposes an MDLC model formulated into five stages, namely Initialization,
Blueprint Design, Assets Preparation, Product Development, and Testing & Validation.
Bibliography
[1] A., Pavithra. (2018). Multimedia and Its Application. 10. 271-276.
[3] Godfrey, R., 1995, “New Wine in Old Bottle: Multimedia Design Methodology”,
ASCILITE ’95, Melbourne, Australia.
[4] Villamil, J., Molina, L. (1997) Multimedia: Production, Planning, and Delivery, Que
Education & Training
[5] Sherwood, C. and Rout, T., 1998, A Structured Methodology for Multimedia Product
and Systems Development, ASCILITE ‘98