Game Design Final Week – Post Mortem

We are finally here. Our first digital game project has been completed, and I think this has been a good learning experience for all groups in some way or another. I must say that I had the luck of getting a very well functioning group for this course, all members worked well together and we had lots of fun.

So what was the game idea and what was the end result? What went right, wrong, and what is there to be learned from all this?

We chose a game concept from another group at the start of production, which meant that we only had to improve the idea and make it a reality. Below is the short description of the narrative we were provided with.

“While exploring a deep-sea cave in search for undiscovered sea life, a research submarine meets a creature it is unprepared for. The submarine must race for safety back to the cave entrance with the monster in pursuit. However, the vessel’s supplies are limited, and the darkness is its greatest enemy.”

 

When looking over the concept and all its components, we decided on what to keep, which mechanics to iterate, and what to remove, all with the aesthetic “last leg” in mind. This went well for our group; we were largely on the same page with what we wanted to create and how we would do so.

In our final game we managed to get all our features in. We have an interactive main menu, a tutorial, a very short cut scene, one level, three enemies and one “boss” enemy which you can not fight, a power up for the flashlight, and a end/credits screen. On top of this, we managed to spot most of the bugs and fix them, which makes the player experience better.



The team chemistry is one of the parts of the project I am the most happy with when reflecting on our development. I think we worked well together and meetings were almost always fun, which makes producing assets for the game more enjoyable. Our game is playable, and looks quite good for being our first game, which is also something positive.

When looking at the enemies I made for the game I realize all the things I could have done better. I feel that they do not fully fit stylistically, if I could re-do them I would make them a lot less ‘cute’ and ‘soft’ and choosing a grittier look and colours. Furthermore, the stones I made were not designed to be stretched out and scaled up to the degree they did. I understand that this was done to save time in the level design process, but I would have preferred to draw larger assets instead. This is a fault on my part, as I did not put in the time to do so, nor did I communicate it well enough.

Every part of this project can be learned from, and it feels great to have had this experience.

Team Troll’s Depth can be found at: https://clepirelli.itch.io/depth

 

About Clara Cox

2017 Graphics