Note: The team split in two during Week 8. We held a meeting with our supervisor, coordinated all the research and progress we've made so far and decided on a new direction through a rapid design sprint. Course Materials: Norming A personal reflection on a valuable experience for 'norming'. While thinking about while I was … Continue reading Week 8 Part One – Norming, New Direction & Sprint 5 ‘A rapid design sprint and pitch research’
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Note: During Sprint 3, the team were still in the 'storming' phase. I started working on an Art Direction Document and asked for collaboration on a One-Page Design Document - only one member participated in designing a prototype and collaborating towards a common goal. Sprint 6 Sprint Goal: Set up the Art Direction and collaborate … Continue reading Week 6 Part Two – Sprint 3 ‘Direction and Design’
Note: The team was in the 'storming' period during pitch week. We were not able to perform our pitch deck in front of an audience during the Week 6 Pitch Practice. My first pitch slides and ideas designed to be performed with a team of five during week six is below. Course Materials: Pitching A … Continue reading Weeks 4 & 5 – Pitching & Sprint 1 ‘Klubbing Pitch Decks and Concept Art’
Note: Team Rock-it joined together as a team of five in Week 3. Course Materials: Ideation There are those that advise avoiding certain types of team name for fear you will be judged badly (Pollack and Wakid, 2011), but not us! We want you to think outside the box, gather behind the box, throw ideas … Continue reading Week 3 – Team Ideation & Sprint 0 ‘Avatar’
A few words about myself Pathway: Indie Game Development Unity (2D), art direction and story-telling are my strengths; I also enjoy animation, visual scripting with tools like PlayMaker and learning to program. I am hopeful that Co-Creative Design & Development can branch my skills out into 3D games and modelling. During our MA in Indie … Continue reading Weeks 1 & 2 – Forming & The Power of Introverts
For this week’s challenge, create a plan for how to finish and publish your game. Following Brush and career coach Rick Davidson 5 tips on the mindset needed to finish a game. VisualisationStay organisedAccountability friendKeep it simple Prioritise all remaining features, content and bugs – ruthlessly cut all but the most important Ruthless cutting: I … Continue reading Shipping
For this week’s challenge, run a QA test and playtest of your game: Test your game extensively and log all bugs you find.Prioritise bugs and fix any that will interfere with a playtest.Distribute your game to playtesters, along with a survey to record their experiences. Advice on creating a survey can be found here (Links to … Continue reading Playtesting Phorkys
Jotun How does the audio aesthetic support the visual aesthetic? My favourite audio aesthetic in Jotun is the icelandic voice-overs. The words immerse you into a norse-fantasy world and surrounds you with magic and drama. Pixel Audio discuss in detail how originally they were inspired by norse mythology but then found the game suited a … Continue reading Sound Design
Inspiration Level Design Heavens Vault Are levels open and nonlinear, or tightly controlled and scripted? The levels are open and non-linear, you act as a detective and archeologist finding out pieces of information and then returning with that information for more of the story. "And what we have now is this system where you’re walking … Continue reading Level Design
For this week’s challenge, please create at least two key animations for your game project, and integrate them into your game engine. You can create more if you have time. The kinds of animation you make will depend on your gameplay and art style, but could include a character run cycle, jump or attack, a … Continue reading Week 7: Challenge Activity – Key Animations WIP