Blog #2 The Alpha presentation
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In this blog post I’m going to cover my process of creating the alpha presentation of our current project – Umibōzu. Before I opened PowerPoint to begin drafting the presentation, I decided to first go through the Scrum document, which I have mentioned in my previous blog entry. I did this to refresh my memory of what the group has done so far, and what is still ahead of us in the upcoming weeks. After restoring my memory of the last few weeks, I sat down with our Lead Designer, August, to discuss what I have found to be the most tricky part of the entire presentation – identifying aspects of the project that the group has found both most satisfying and dissatisfying. The reason why I have found this to be so intricate is because there is very little the group is dissatisfied with at the moment, while the list of things we found gratifying could go on and on until the end of time, as being able to finally create a game together has been a great experience for all of us. Together, me and August created a little list of what we found the most viable for the criteria. I have later adjusted the list after a larger portion of the PowerPoint has been finished, as it was easier to see the bigger picture and determine what stood out and what was suitable. My next step was to compare the current direction of the project with the original vision of the team which responsible for creating the Design document of Umibōzu, as it would later help me identify each element which we have either scrapped or modified so that it would fit our needs and capability. In addition, I have later categorized those tweaks and changes into 3 categories: The setting, Mechanics and The aesthetic goal. The last slide of the presentation (excluding the Alpha footage, which didn’t require any preparation from my side) consisted of a list of all features which we are hoping to include in the next release (Beta), as well a list of existing mechanics/assets which we are not quite satisfied with just yet. Those elements of the game will require revamp of certain assets, and rigorous play testing which we believe is going to enhance the overall player experience both visually and gameplay-wise. Throughout the entire time I have spent to prepare the presentation, I have been regularly asking for feedback from the entire group to ensure that the presentation would reflect the collective standpoint of Team Unicorn. I sincerely hope I have achieved this goal. Over and out. |