When I thought about making games and the production part of it, I always saw myself doing most of the work, but when making your first paper prototype, you need a plan with your group on who does what. When going in we didn't really have a true plan, we didn't assign people to do different things we all worked on one thing together then moved on to the next. We treated this as if it was a group project, some did a lot less then others. We all did a little bit of the big part of the entire prototype, that being the cards. This prototype was a paper version of a dialogue tree for an RPG like Outer Worlds or Skyrim, and it was hard work to make unique dialogue trees for 5 separate npcs and even then we weren't even finished. We lacked the tools at home and some didn't do work they promised to do and stayed in confusing while another stayed stressed, frustrated and wanting to do have creative input. Everyone had different visions on how NPCs acted and talked, which made the narrative a little messy, I believe what we should have done is split the work up among ourselves. We should have had one doing the art, one doing the rules, one doing the survey, and one person writing one or two characters. Now we did have that in mind with the writing but because we weren't a full group so we had to split the work which explains the tone changes. I believe this was a learning experience, so now I know that games take a team effort to make, that no one is a jack of all trades and that I should stay to my strengths.
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The main things that I will take away from this class are the things we learned in Unit 1 and Unit 6. Unit 1 because Game Design is a profession I want to do as a career and knowing how to properly make a Resume, write a Cover Letter, or design a Website will most definitely help me get a job in the Game designing business. Unit 6 because one dream of mine is to become an animator and if I'm going to be in game design as a job, I will want to make 3D games and knowing how to animate can most definitively get me hired or can give me the opportunity of making my own. While we've only done simple animations like a ball bouncing, if I practice with the Dope sheet, Curve editor, and CAT rigs I'll be able to animate freely in 3Ds Max. One of the most rewarding experiences I had was when I had to redo a project I had due in a day, while I got far from a good grade on it, I still felt accomplished when making it in less than an hour when everything was due. Another rewarding experience I had was when I had gotten a one hundred on a Portfolio check that wasn't graded out of pity, and as Portfolio checks are big percentages of my grade, it felt nice to actually earn a one hundred on something big. One last experience I can remember that was rewarding was when I made my UV textures for my robot, because I actually made them by going into Photoshop and using a mouse to draw the textures over the UV templates, while the model didn't look as good as I wanted it to be, it was still a good feeling to know that I organically made texture for my model, also it was rewarding to be done with it because drawing with a mouse is awful. Skills I believe will follow me into the future are definitely the things we learned in Unit 1 because those are designed to help people like me who want to be a game designer make it in the business and be successful if done right, the production cycle and Portfolio making and designer are the two main takeaways from Unit 1 I can say I will work on and use in the future to come. This year has been a long one with many tools learned in 3Ds Max and techniques as well, but since my focus is more in 2D art, what I'll use in the future and remember from this class is Resumes, Cover letters, and Portfolios from Unit 1.
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The views and opinions expressed in this blog are solely those of the author and Do Not represent those of Durham School of the Arts or Durham Public Schools.
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