As I stated in my previous blog post we have been working with the pre-production of games recently in GAD. As my group has worked on the creation of several documents such as pitches and GDDs, our perspectives have differed on what our game will actually be. I personally disliked the name my team chose for out project, which was the first spark in creating my own interpretation of our collective ideas. I decided to implement some of my own ideas in the creation of the storyboard and GDD I created. As it turns out my team actually favored the secondary perspective I brought to our project, as it allowed us to mix and match the best ideas. The title for both of our interpretations of the project aren't the greatest, but they are just placeholders until a recognizable game is created. The original project name my group came up with was Ennui, but because I didn't know what it meant and still didn't understand the connection it had to the game after looking it up I decided to call my project Reimpression. The title made more sense to me as the story is essentially a character attempting to redeem their reputation after being detained by the police and marked as a criminal, or in other words they are trying to redo the impression that society has of them. As far as gameplay elements go my design idea also differed in a few ways. First off I never planned on having turn-based combat in my game, though apparently both of my group mates had come to the consensus to include it in Ennui. I feel that turn-based combat takes away from the immersion and the vibe of the impressionist painting old-time criminal aesthetic. Instead for my version of the game I planned for everything to be the result of choices made by the player, as it would fit more with the story being the main focus of the game and not the combat. I see the value in both ideas, as mobile games often don't have in-depth stories and could use rinse-and-repeat style scenarios such as combat scenes to extend the duration of the game, but I personally think it would be innovative to create a story-based mobile game. Overall we have each come up with a different interpretation of the game and don't really have a solid consensus of what the game will turn out to be, but with all of our ideas we have been working to compromise in order to create the best experience for the player.
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Recently in class we have been working on the conceptualization for the first game we will have ever made for this class. First playing games, now making them, this year has been pretty satisfying in terms of what I would expect from a game design class so far. That's not to say the two previous years were a waste though, they taught me the fundamentals of programs used for the creation of models and illustrations to aid in the process of creating games. However, now that I am actually involved in the pre-production of a game I finally get to use my skills. At first I saw this assignment as a sort of brainstorming practice to help us come up with concepts for games given constraints. Though now that the assignment has been expanded upon with several follow-up assignments I have put forth more effort in developing my game idea. The actual conceptualization for a game is a lot more complex than I hoped it would be, but it is all with good reason. The creation of mood boards, story boards, a pitch, a GDD, or even an art bible (though we aren't going to do one) are all vital to communicating what each member of the team sees the game as. One of the first problems I came across with my team when conceptualizing the game was deciding on the mechanics that the gameplay would be centered around. We all knew the general concept but we each had our own vision of carrying it out, so when we made our pitches they were slightly different. The difference isn't necessarily a bad thing though, the variety allows for more creative ideas to form from what could have just been disagreements. Beyond specific gameplay mechanics though my team seemed to also have a large amount of trouble coming up with a title. Personally I didn't think a title was necessary until our idea was more flushed out and could be used to create an innovative or clever title, but we agreed that we could at least give it a project name. Even so I wasn't too happy with the project name, but that just came to show me that we won't always agree with everything about how the perfect game should be made, if we did then there would be no reason to combine our ideas, as they would just result in the same thing. Confusion and disagreement seem more beneficial than I thought they would be, as they call for further elaboration and can possibly create new ideas that would otherwise be scrapped had the issue not been brought up. Overall the process is pretty interesting, we aren't even that far into developing our game yet but we already feel like game designers, personally I really enjoyed making my game pitch as it allowed me to express more of my personal opinions on the game to see if my team would support certain things we hadn't decided on yet. I hope to get to fully flush out some of my ideas and see more of what my team comes up with because at this point I'm quite invested in the development of our game, but I suppose I'll just have to wait and see what comes up in the next few weeks.
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AuthorMy name is Andrew Prichard and the this is my first digital arts class, I look forward to a good year with lots of hard work. Archives
May 2021
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Last updated 5/14/21
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