In the preproduction stage, Programmers aren't really needed in the brainstorm "what if this would be in the game" stage, but Programmers are important in seeing if that idea can work in the game. Programmers are the glue to put all the pieces together in a (hopefully) functioning package, the artists, modulars, and producers rely on the programmer to make the finished product of the game. That's a lot of pressure, which is why it's a good idea to start practicing, if you don't have other things you need to do at the exact same time tomorrow. I haven't really gotten started on the scripting as of late since I'm slipping hard in classes so i have to be on top of anything and everything that comes in, which is a headache and not just because I'm staring at my screen for 8 hours a day. But enough about that, the programmers whole job is to actual make the game the players will play. For me, I am working in Unity so I am using c# script to build my games, so correct grammar and spelling are key. As of now I am working on a whitebox prototype, a prototype where you use primitive shapes to act as game pieces in order to write and get code working for you game. First what I have to do is make sure the player can move around since this is a 3D space, I will do that by create a simple player move script. Then I need to make sure the player can pick up certain items with a press of a button, hide in lockers with a press of a button, and the difficult part of programming the monsters AI. Enemy AI on any level is hard to do first time around, you have to make it so the enemy reacts to the players movement while they chase them and have it so the monster doesn't attack players that are hiding in lockers. It will be hard to pull off especially since I'm still a novice but it can be done, it's my job as programmer to make it all work
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Producing Concept art for a game or any sort of media is not as simple and easy as doodling on to a piece of paper and sending it in, there's a lot more effort and research that goes into concept work. When doing concept art the team or yourself if you're working on a project only, has a vision of how they want a character or an environment looks so they will give you details and tell you want they want ultimately but still leaving room for the artist to add their touch. For environments and characters, you'll need a mood board, a mood board is a collection of reference picture on what you want the art to look like including color, if you wanted to draw a old building you would want to collect images of old buildings to have as references. While sketching out your concept art, you should make multiple sketches with different designs or details because your first sketch won't always impress the team or even yourself. Once you've gotten an idea of what you're drawing, you're ready for your final concept art, where you draw your character or building in different angles being front, back, and the sides, the drawing should be fully colored and doesn't have to look perfect but that doesn't mean get lazy, put enough effort to show you care but you don't have to over do it. Now you know concept art isn't as simple as one would imagine, it's still a job and an every important at that but that shouldn't discourage you from trying to be a concept art, you should just be prepared to take it seriously
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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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