Triage's combination of serious and jovial themes rely on juxtapositions between audio, visual and interactive designs drive home the game's core aesthetic. One of our team members created a series of models for achieving our intended visual aesthetic. Triage required a voxelated set of models reminiscent of objects found in hospitals, matching the reality of … Continue reading How I Created Basic Assets using ProBuilder
This Trimester, I helped my lecturers run the Programming half of the SAE Study for a Day. The Study for a Days give prospective students the opportunity to do work related to their disciplines and get a feel for what they'll be doing if they pursue game development. For me, these sessions provide glimpses into … Continue reading Assisting Others – How to Bridge Information Gaps
A High Concept Document (HCD) is a summary of the experience of a game, used for both personal and marketing purposes. You can write a HCD to establish your central idea before exploring it in your Game Design Document, and use it almost verbatim when preparing a pitch. I've only used a HCD for a Space- … Continue reading High Concept Documents: What are they?
Game Design Documents (GDD) are very specific living documents for describing the mechanics and systems of a game. Created and refined by a team, the GDD provides unambiguous insight and explanations about the gameplay, systems, visuals, audio, interface, plot and timeline information which the entire team will rely on. The games' industry itself has no … Continue reading Game Design Documents – What Are They?
Melbourne's Games Week was one of the best times of my life. I wanted to reflect on many of the talks and events I attended, the event really helped me learn and share ideas with other developers. I will definitely aim to attend in 2017. What Makes a Giant? A proper breakdown of what truly … Continue reading Game Connect Asia-Pacific Wrap-Up
Project Management is a skill I'd never expected to need to seriously learn before this year. In high school, coordinating a team of 4 people is a trial in and of itself. With studios ranging from only a couple people to upwards of 100, managing a project will be an essential skill that I need to … Continue reading Behind the Scenes: Using Hack’n’Plan to Manage My Projects
Brainstorming ideas is never an easy feat. Bringing an idea into corporeal form is a challenging process that requires iterating, scrapping and reconsidering ideas until you find on that sticks. For the games I have made to a brief in Studio 1, I have used a brief to seed my ideas, later producing PR Nightmare and … Continue reading Conceiving Ideas – Brainstorming and Developing Game Ideas
Triage's key aesthetic is its juxtaposition between the stress and high-stakes of a regular Triage nurse's night, and the joviality of an arcade game. We wanted Triage to create hilarity by relying on a quirky style for players to nearly forget the gravity of their actions as they move patients throughout the hospital. To begin with, we separated the juxtaposed elements … Continue reading Behind the Scenes: Using Audio to Generate Mood
In Triage, players will move their patients throughout the environment into the correct treatment room. Patients will then be treated before completing their stay or needing a secondary treatment. Using a controller, the player will move patients around the environment and switch between them. Helping Players see Important Objects Obscured by Walls and Objects One of … Continue reading Behind the Scenes: Helping Players See and Communicating Game States in Triage
Reflecting on the What Thou Art project from the beginning of the trimester, the project introduced some interesting scripting problems specific to the Mario formula. Everybody knows how Mario operates, but its subtleties make it a challenge to migrate into Unity. One of the first and foremost problems I encountered creating the controls was how to … Continue reading Controls in Mario/Rene Magritte