This assessment shows how a small multidisciplinary studio can find, rate and control the risks that affect a project spanning building design, a game prototype and a live performance. Eight risks were chosen because they are plausible in everyday creative work. Technical production defects carry the highest inherent score because they touch every discipline at once, and schedule and budget overrun follow closely. Scope creep, version control failures, accessibility gaps, rights problems, privacy lapses and cultural misrepresentation make up the rest of the register. Each risk is scored before controls and again after existing and additional controls. Most fall to Medium or Low after controls, while technical and schedule risks stay at Medium because the cost of delay remains real. The first actions are a signed brief with a change log, a single version system with approval gates, an access review for the venue and game, and a rights register for all music, images and models. The studio is a teaching example, so every score illustrates method rather than a real project.
Scope
This assessment covers one multidisciplinary project that combines an architectural model and walkthrough, a game prototype and a short live performance with recorded elements. It covers briefs, schedules, budgets, design versions, testing, accessibility, technical production, licensing, personal and confidential data, and cultural representation. It does not cover building safety, structural engineering or fire design, which need licensed professionals. Jurisdiction, team size, engine and venue are not specified, so they are treated as assumptions for teaching.
Context
The studio has a creative director, two architects, three game developers, a sound designer, a stage manager and performers, plus a production manager who tracks time and money. Files are shared across design software, a game engine, a version control system and a shared drive. The client is a regional cultural trust that wants a building model, a playable prototype and a performance for an opening event. Each risk is scored before controls to show its natural level, then again after existing controls and the additional controls proposed here.
Objectives, assets and stakeholders
The objective is to deliver a building model, a playable prototype and a performance on time and within budget, while keeping the work accessible, lawful and respectful. The assets in scope are design files and models, game code and builds, scripts, music and recordings, personal data of performers and testers, confidential client plans, rehearsal and venue schedules, and the studio reputation. Stakeholders include the creative director and production manager, the design, game and performance teams, the client trust, performers, audience members, testers with disabilities, rights holders for licensed material and the cultural communities whose stories or designs may appear in the work. Each risk has one owner role, and the production manager reports the register to the client each month.