Sprint 2 – Rapid Ideation 1

Shipping

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…

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Playtesting Phorkys

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…

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Sound Design

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…

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Level 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…

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Week 7: Spark Forum

For this week’s warm-up activity, we analyse how animation is used in our favourite games. Please choose a game you feel has impactful animation, and analyse it in relation to the following criteria: Luna and the Shadow Dust, a hand-drawn traditionally animated point and click adventure Methods of animation used (2D bones, 3D motion capture…

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