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Showing posts with label student. Show all posts
Showing posts with label student. Show all posts

Thursday, 3 July 2014

End of an Era, Start of Libella

So here I am, I've finished my final piece for the year and for my degree and now all I have to do is show up in July to collect my certificate. I achieved a 2:1 which I'm super happy with and I'm so glad it's finally over! I've been in some form of education since the age of four and now, 20 years on, I can finally say I'm done with learning organised by someone else (I am fully prepared to have that bubble burst when I start some proper work but hell, let me enjoy it for now). Now the true hunt begins though, finding a real, proper job I can turn into a career. Anyone hiring (he says with his sweetest grin)?

Sadly I am currently unable to show you my final project at the moment as it takes a bit of setup and file download and, although it worked great for the one night of the exhibition it was needed to work it has since decided it doesn't fancy it. I am awaiting a meeting with my co-designer, Francis so we can plan continued development and figure out the bugs. But not to worry! We should also be recording some footage of gameplay and taking a few high-res screens to show off to all you lovely people. Onto the show and the lessons learned.

2spooky4me guys!

First up, never put a barrier between you and your audience! For the show Francis and myself had secured a space separate from most others pieces, a double-edged sword. Being right near the entrance but not in full view of it we felt people were walking past without even stopping to look in a lot of the time. That wasn't such a big deal as we were able to grab people in by asking if they wanted to play. The problem was that initially, we had decided to hang a white sheet over our entrance onto which we stuck a Victorian silhouette of a man in a top hat. This was removed with great speed and placed on the table holding the TV. Putting that sight barrier up did us some damage in terms of foot traffic. We had assumed it would add to the mystery of the thing, make people wonder what was behind the curtain. Well apparently everyone had read The Wizard of Oz that night and figured that whatever was behind the curtain wasn't going to be any better than a fat man in a suit with a bunch of empty promises. That or they thought it was storage. Either way, that might have been ok to do had others been set up similarly and nearer to us. Line of sight is important and we broke that, didn't do enough to draw people in. The show was on the inside of the booth and really there should have been more outside of it to entice people in the first place. Hard lesson learned well!

"I can toooooootally show you a good time, don't you
trust my warm smile and happy, sunshine eyes?" (Source)

Anyway, sheet removed we soldiered on through some technical issues, got them solved and continued to show the game. We had a nice chat with Maria, a producer from Sony UK who gave us some advice on how to better present our game for a pitch meeting and the things she would like to see from us and the game, so perhaps we'll spend a little time creating a build closer to what she wanted for showing to industry types. For the course we had to design a more complete experience than what we might have made for a pitch meeting, because that's the brief we had and that's how we were marked. What Maria would have liked to see was one room where everything worked the way it was supposed to and we could show off all the important mechanics and features of the game. So there's a little life lesson for you budding designers and developers looking for funding; short, sweet, compact and dense with polished content, or as much of that as you can manage in the time frame you have.

Most of the reactions we had were very positive and encouraging, there were a few salient points we took away with us. We were aware going in that our controls weren't amazingly polished, but we'd had to do a last minute build before the show began and before we had time to make edits. This left our forward movement relatively smooth but our turning and rotation was a little clunky and slow, but that was an issue with a simple fix. One thing we picked up on throughout the course of the evening was the importance of playtesting. We had kept the project mostly under wraps, saying little and showing even less and the show was the first time anyone had played our game. We discovered so many things from people simply playing through the experience. Even though it's something I've read about and had drummed into me for years, "Playtest, playtest, playtest" it had completely slipped my mind for this one and suddenly the mystique was more important. I think there's a balance that can be achieved between secrecy and still allowing for playtesting and in this case it was tipped too far in the wrong direction. But there's nothing like an experience to teach you a lesson. But seriously, playtest!

"It isn't a storage area? Really?" (Source)

All-in-all we had some great advice, some super positive feedback and learned some really important things from the show and having people play our game. I look forward to keeping everyone updated on the further development of Libella and hopefully screens and gameplay vids will be uploaded soon. Keep your eyes here and on my Twitter feed for more in the coming months.

Thursday, 3 April 2014

Something EGX This Way Comes...

EGX tickets went on sale yesterday morning. The four day event will host the cream of the crop of the world gaming industry from big publishers and developers to smaller indie teams and solo devs. You'll be able to play new releases, future releases, hear from industry industry insiders and mingle with people who love the thing you love and do the thing you do. Last years event saw 70 000 gamers come together and this years event is expected to be even bigger. Get your day or weekend tickets from the site and perhaps I'll see you there! I'll be there with the SU Productions team, taking notes as they interview some awesome people! It's a little ways away but best to get those tickets early, don't wana be late to the party.

It will be better than this. I think...

In other news, I have begun the planning stages of a new game that will be exhibited around June at my University for the final year exhibition. I don't want to say too much about it now but I would like to point to the IGCCGD conference that I attended recently. Simply being in that environment, hearing people talk about their ideas and learning about one's trade is such a valuable resource. I strongly urge any and all who are interested in becoming part of the industry, in whatever capacity (I mean you voice actors, PR people and producers), attend events! Aside from the obvious networking opportunities it is unbelievably helpful for your grey matter to be in that environment, and you'll learn more about your tools and new tools you might want to use too.

No! Bad reader! Not those kind of tools!

Even if you think you're anti-social and hate crowds, go to smaller events and talks. You don't have to run around shaking everybody's hand. Just listen and absorb. I'm not the most social penguin but by attending stuff like this I've learned so much and it's sparked so many ideas. If there aren't any events near you, have a go organising some. Meet in a local pub, talk about your latest efforts, issues with design and development, future projects, whatever! Twitter is another great tool for this stuff but you'll get so many more Twitter contacts by attending events as well as digital networking.

He's not sad because he's lonely, he's sad because he missed EGX.

So do it! Get out there, show your games, discuss your trade, hear others and develop your own ideas further. The best thing you can do is be there for this stuff. Whether you want to create something fresh, new and unique or improve on something you think can be done better these events can be key to your success, whatever your view of that is.

Friday, 21 March 2014

New Day's Resolution

Too long once more! It is my New Day's Resolution (New Year's was a little far...) that I will try to update this thing at least once a week. But onward, to content!

I've been to Prague and back for a short holiday to get away from the madness and had a great time just walking around and taking the city in.

There was so much to see this guy didn't even
live to see it all!

The astronomical clock, the Charles Bridge and so much more! I took a bunch of photos and got blisters I'm still recovering from due to all the walking on cobbled streets but being alone in a new place like that was something I had to do at least once. I'm glad I did and I'm glad I didn't die. I really want to go back in the summer one day though, visit Chapeau Rouge and take a stroll by the Vltava River and see some live music in the evening. But there are so many places I must visit, perhaps I'll save my return for another year.

I've also been working hard as hell on my dissertation and second term project. The dissertation is titled 'Narratology vs. Ludology: Rules, story and their impact on design' and was extremely interesting to research (and well worth the late fees from the library which I will totally pay off soon and return the books...). I had to delve into transmedia worlds, hypertext fiction, ludological definitions and tenets and more. I think it really helped me to solidify some of my ideas about design and forced me to look a little into the future and see where game design is going. An invaluable mad rush that I would repeat any day!

The project is a game prototype I've been working on for about 3 weeks. It was the third design iteration I'd been through and none of the three designs were anything alike. The first was uninspired and rushed, a side-scrolling platformer with little substance. The second was a good idea but too vast and the territory was too new for me to feel confident in successfully completing it in time. I won't discuss that one for now because it's an idea I'm still developing and may resume work on soon. But the third is a side-scrolling shoot 'em up, filled with goo monsters, French themes and the cutest darn cat you ever saw ^^ (Simple characters, simple game, simple*3). I didn't have much time after the re-design so I put together something that's scalable but simple and hopefully fun as heck! I'm not releasing anything for now but watch this space! I intend to develop it further although the project may be a little too large to focus on completely and the design needs to be fleshed out a lot too.


The start of something beautiful?

I was at the awesome Indie Games Collective Conference for Developers all day yesterday and will be heading back there for the second day later this morning. Day 1 was informative and all the talks were a really interesting perspective on game design, development and distribution from both an indie perspective and a PR perspective, an interesting side of the process rarely considered by many devs until it's too late. There was a particularly awesome speech from Louise Adams on why Twitter is so amazing for making contacts. She seemed nervous and not particularly willing to give the talk at first but as soon as she opened her mouth she had the whole room laughing and hanging on her every word, and rarely have I heard so endearing a phrase as "I was supposed to do some slides but I panicked and made a physics engine instead".

This is how all presentations should be given.

There was a great panel at the end and and Paul Marrable had us all cracking up. Some very interesting discussions about dual-screen vs. second-screen, developing games for large touchscreens and plenty of great advice for any indie developer, new or old to the scene.

A friend of mine is producing a web show based at his university and they will be joining me at the IGCCGD day 2 for interviews, filming and some more of that great advice from industry experts and indie devs alike! So keep your eyes peeled for the vid. In the meantime they have a few news videos and coverage from a couple of events with some killer interviews so check them out at SU Productions on Youtube and Facebook, subscribe and like and share and all that malarkey, help them make it great!

I shall be back to report on day 2 of the IGCCGD and will attempt to sort through all my notes to write something at least relatively informative for once :)