With just over two weeks left to work on our game it's hard to tell how much we'll have to scrap from our game idea while still aiming to create a finished game. Personally I feel that we should have had a lot more time available to us for making our games, especially since we formed teams very early on in the year only to dismiss them for pretty much an entire quarter. I also feel that the proportion of time spent on pre-production unnecessarily outweighed the time spent on production, primarily because it was hard to set realistic standards for how much we could do in a year without yet possessing the firsthand experience of creating the game. We've run into many problems that we'd have no way to account for in pre-production, even with the assumption that hitches would be inevitable we never thought they'd be lasting too. Despite these setbacks we've continued to work steadily on our game, though with the end in sight it feels like we'll have to have another group meeting to decide what our game is even going to look like. It almost feels like all of the time we spent on pre-production has amounted to nothing aside from a game concept that has only been chopped to pieces over the course of the year. Perhaps we may have inadequately prepared for the future with our pre-production, but it felt like we were doing everything right at the time. It's hard to locate the origin of this dilemma, though I'm sure this wacky year has certainly played a part in it. Coming so close to the end of the year all we can really do is appreciate the experience of working as a team to produce a game and finalize what we have.
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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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