Team meat

Edmund McMillan - (Games Design)
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 was too large to be release on the wii marketplace.


Skills needed:
He did not get a college education and attended for 7 days before leaving as he did not want to take his grandmother's money to go to college he did not want to go anyways. He went to community college which he used to work on his own stuff and he failed it while he was there as he only learnt what he wanted to. In short he has the skills because of perseverance and experience.


He started off his career in independent comics and he had created games since 2001 with his first big project Gish in 2004. He has worked on lots of his own flash game with 15 between 2008-2009 and many more before that.


He has worked on the game Braid, doing the character art, his assets were later replaced by another employee in the final release.





Tommy Refenes - (Programming)

Notes:
  1. Worked on coding -
    Programmed an original game engine for Super Meat Boy.

b)


c)

Acquired Skills From:
Programming From age 11
Worked at Streamline Studios (Defunct) 2005 - Optimising Unreal 2 engine
Assisted on WiiWare - Hoop World





Real Thing:
  1. Key Functions within the Production Team:
    Tommy Refenes was mainly responsible for programming of Super Meat Boy. This included engine and graphics programming as he created his own engine in 3 months, rather than using a pre-made engine such as Unreal and Unity. This meant that he had more control and knowledge of the game, decreasing the amount of time spent on his other responsibility: Fixing Bugs. He also made the controls of the game.


  1. Equipment used:
Refenes would have access to the Xbox Live Arcade development software, which was the platform the game was released on. In addition, they initially planned on using the Wii development software, though that fell through when the game reached the WiiWare limit.


  1. Skills Needed:

He would have needed could problem solving skills as one of his responsibilities was fixing the bugs found in Edmund McMillan’s play testing. He would have likely acquired this skill during his server development career as some servers may frequently need fixing. In addition, he would need strong technical skills, such as programming, to create a brand new engine. He gained most of this skill from his time at Streamline Studios in 2005 where he was optimising the Unreal 2 engine, before they went defunct.

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