Working under people is a crucially important skill that many people don't expect to learn. As my teacher told me, commissioned work is likely the most lucrative work for a game developer, just as government funding supports the Film industry. Learning to understand the needs of a client and work toward their goals is very … Continue reading How to Take the Helm of Someone Else’s Ideas – Working Under Clients
The purpose of pre-production is to ascertain the technical and design foundation for your project. Locking down the software, hardware and design that make up your project will be instrumental when your team starts working. So, what can you research?
Where the Heart Is is a first-person "house-packing simulator" about creating your home at the various stages of your life. We exhibited the game at Brass Razoo! to positive reception. I learn a number of things over the course of this project that fall into four distinct categories: Workflow The most improved area over the … Continue reading Where the Heart Is – A Postmortem
One lesson I continue to learn the more I make games is that the idea you begin with is only an arbitrary starting position, and what your product becomes will be so different to its original incarnation, for good reason. A game without feedback and iteration is like Sherlock without Watson - capable, but missing … Continue reading Playtesting and Analytics – When to Pivot and Why
The problem with storytelling in games is that most stories are either very specific, or totally ambiguous. There's something to be said about all types of storytelling, emergent, environmental or cinematic. With Where the Heart is, we wanted to tell a story with the minimal resources we had. Like I learned at Brooke Maggs' Narrative Design … Continue reading Where the Heart Is – Constrained Storytelling
Falling is a short, music experience we created under the direction of an Audio student. Using audio they created, and a design they concocted, we create an interactive experience to bring out the most of their music. Project Management Right off the bat we tried to keep our communication channels open. We quickly established our … Continue reading Falling – A Postmortem
Fungus is a free Unity plugin available on the Asset Store. You just need to download the plugin and import it (to save hard-drive space, uncheck the “FungusExamples” folder in the import window) to get up and running. There are three things Fungus is great for: text-based conversations, simplified level scripting, and easy animated menus. … Continue reading How I Used Fungus to Create an Animated Menu
Where the Heart Is was the final project of this trimester, and over 4 weeks, we needed to create a project that evoked the feeling of being "home". Where the Heart Is was an interesting challenge, with four people we needed to create a game that was 'Exhibition Ready' to be shown off at Brass Razoo!
For the second project of Studio 2 - we went on an excursion to the Gallery Of Modern Art (GOMA) to examine and select an artwork which we would replicate the experience of in a game
Even amongst teams, communication breakdowns will cause major issues during development of any project. For our third project this trimester, we are creating a music-video-game, where an Audio student is envisioning and leading a project which we will create. This project is an interesting twist given that as game developers we are normally the clients of other … Continue reading Working With Clients – What Could Go Wrong?