Posts

Showing posts from September, 2017

Card Images

Image

P2- Team Meat

Image

Team meat

Edmund McMillan - (Games Design) [Sources: https://en.wikipedia.org/wiki/Edmund_McMillen http://edmundm.com] Notes: Key Functions: He works on the art and game design of the his projects the primary of which is Super Meat Boy. He worked not only on the art but the story of the game which a Meat Boy trying to get to a Bandage Girl, while also making the villain which is a fetus in a jar. This gave the game it’s funny style and interesting take on the platformer. He was also responsible for the level design which gives the player the ability to learn the core mechanics without a lengthy text based tutorial. He was also responsible for playtesting the game and reporting the bugs to Tommy Refenes the Programmer. Equipment and Software: They would have had a development console of the Xbox 360 due to that being the release platform on launch. They would have also likely had a developement Wii as well however this release was soon after canceled because the size of the game wa

Job role notes

Lead Programmer A) Solving problems Focus and flexibility Ability to always be learning Technical ability B) Works in production works on fixing and optimising code to perform better works on code pre-production designs main code for core mechanics and character movements Game Designer A) ‘Assistant directorial role’ Ability to communicate and change/ iterate your ideas Experience Sense of space and composition Ability to explain and change ideas Variety of skills in art, animation, programming. B) Works on production Pre-Production Works on completing the ideas Concept works on the core mechanics works on the level design VFX Artist A) Art and programming Interest in the Locating potential Responsibility to work Challenge yourself Flexible B) Works on production and Pre-Production Works on dust effects Production works on implementing and optimising effects Environment artist A) Ability to find insp

Job roles

Image

Games Roles

Technical Artist: A) To be a Technical Artist you need to be good at communicating with others, this is essential for the role. You also need to have good abilities in programing and art and a extensive knowledge of various 3D programs and game creation suites. B) A technical artist is responsible for acting at a communicator for and between the Artists and programmers. They are involved with the production stage of the pipeline. They ensure that the assets and creative vision can be implemented into the game without sacrificing performance based on the restrictions of the platforms. Game Designer A) To be a games designer you need to have a good understanding of a range of topics and skills in areas like Programing and art. You also need to have skills in various software and be creative in areas relating to story writing and be able to apply basic game theory to these. They also need to have a deep technical understanding of the platforms,  as a unique approach to

P1- Video Game Production Pipeline

Image

Werewolf Post Mortem

What makes Werewolf fun? I think that what makes werewolf fun is the sense of having to work together towards a common goal, both the humans and the werewolves are working to be the last left. However, because of opposite goals and the Werewolves being unknown, the town are unable to trust each other as it could be sabotage from the Werewolves. This working together and sense of mistrust makes Werewolf fun because you can’t trust someone. Such as in a game we played I had no idea throughout the game that I was sat next to a Werewolf, thinking that she was a member of the town I followed what she in the process lynching town members and not Werewolves. Finding out at the end that I had lost to them and realising this you get angry at yourself for not realising the obvious. This is one of the things that made it fun, as at the end you realise if your suspicions were correct or not. What mechanics of the game make it good? In Werewolf, there is the use of two groups, the mistrust

Skills needed for game development

The skills you need to make a game are: The Ability to work and communicate with others. Able to focus on a project. Being passionate about video games. Being passionate about your creation. Wanting to create for yourself and not for others. Being able to solve problems that arise.