Day one of spring term
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“Life isn’t about finding yourself. Life is about creating yourself.” – George Bernard Shaw. Before I started at this school I was like everyone else that is only playing games, not developing. Ignorant and full of ideas. After last term I have grown, developed new skills, changed my mindset and become an uprising game designer who can’t only design my own dream games, but others as well. Last term I was part of a design team whom designed a game called Aurora. It was a game that was all about easy access and fun gameplay in term of the challenging form, chase or being chased. Today was the evaluation of that hard work which we at Boreal Entertainment had put in to designing our game. A design that I was pretty satisfied with despite the chaotic process that went through as we shaped it. But today was the day. The day that all the different groups where to decide on which game idea they wanted to take on and make a game out of. SO as we began our new course for the semester we started with giving an elevation pitch of our game. A pitch that was only meant to last for about a minute and that would sell the whole idea to the people. Our Lead designer, Ladbon, stepped up and gave a, bit insecure, good pitch to the people in the classroom. Hoping that our idea would “sell” i began on looking at the other groups ideas. One I looked closer at was Escape. A game that you would sneak around in and peek around corners not to get caught by the police that was chasing you. As we had our break our group, Boreal Entertainment, came together and discussed the different idea and we all agreed to the game idea called Suit ‘em ‘Up. A game that focus heavy on customization. Our teacher asked all the groups on which ideas they wanted. We picked Suit ‘em Up along with two or three others. Four or five groups picked Escape. And our idea was picked by one group. With some mixed feelings over that our game idea was only picked by one group i began to look forward to start developing Suit ‘em Up so my group gathered in a classroom and discussed it and our roles in the production over a meeting. The roles was given accordingly: Producer – Me. As I was producer last term I came in with more confidence in myself and even more determination of making structure and stability to this project. I will also be helping the artists when needed to. Lead Designer – Ladbon. Continues as our lead designer and it will be a pleasure and challenge to be working alongside him again. Lead Programmer – Viktor. Became our lead programmer after being quality assurance in the design assignment. Lead Artist – Esbjörn. He will continue to do his work on being the lead over the artist. But I believe that I will have to be a bit harder on him when he makes the decisions over the aesthetics. But who knows? Maybe he proves me wrong. Level Designer – Laban. I wasn’t really clear on what Laban would do to the level design but he will help the programmers with coding. Quality Assurance – Seamus. Has changed with Viktor and will be our mainstay as we will be testing our game throughout this project. Also here I’m a bit unsure about Seamus and his determination in the project. Other things we did was looking over the concept design and changed the things we believed was a too heavy load. The thing were an open world exploration that we believed was too much work for our programmers. For our aesthetics we went for an mix of Indian culture and steampunk. This gives us a happy, warm colorful scheme with a clean style to the game. For our antagonist we chose a strong female character. This will give us an interesting challenge to make a game that hopefully will stand out both in gameplay and in aesthetics. SO it has started, my new spring term, a term which will be a step closer to my career in the fastest growing entertainment industry, the game industry. [contact-form] |