Went on a little road trip today to Cardiff skate plaza. Really had a good skate! fun little place. Because i suck at skating and photography i dont have any actions pics, but here's a few of the park itself.
10 years ago I started working in the games industry. Along the way I've picked up a few things that I wanted to record (for my own sake!) and share with you. 1. Understand the problem before chasing a solution Don't be tempted to start designing a solution when the problem is not fully explored and understood, take the time to focus on what you're trying to resolve. Make sure you understand what the solution needs to accomplish then formalize your findings, write them down. Develop goals. Present these to other team members, discuss and amend them as required. It's always better to debate the purpose of a feature than to debate a feature with no obvious purpose. 2. Don't pop an idea before it's fully inflated When a new idea or feature is proposed it's tempting to start immediately identifying flaws or concerns. Avoid writing ideas off or designing fixes based on these assumptions. Although these concerns are likely valid it's worthwhile giving the peop
The basics of the first building is done! There's a few things in there that I would (will) probably tweak and change. I'm not 100% happy with the walls, some of them are too solid looking and need to feel more like they have been nailed together with scrap wood and sheets of corrugated iron. Saying that the basic shape and layout of the building is down and that was what I was aiming to achieve. Next I'll be modelling the walkways along the front of the buildings and hopefully making some plans that I can re-use throughout the level. What I am slightly concerned with is that it's looking a bit too much like a pirate town at the moment but I hope when I add textures and props that it will start looking more like a slum. Maybe I will add some more partitions in the buildings to give a more cramped feel. The most difficult thing so far has been keeping a consistent scale that can be traversed in unity by the standard first person controller and looks right. Overall I'
Unplanned features, a concept that doesn't sit well with most game developers (producers I'm looking at you), and rightly so! Additional cost and bugs means they can be risky. After all, they are the very definition of feature creep. However, making games is a creative process. Things change during the course of development, inspiration strikes or something you've been experimenting with turns out to be a huge value add. Not all features are born equal, some are much more suited to being a last minute addition than others. What are the attributes of the perfect unplanned feature? How can we spot them and take advantage? Makes use of what's readily available If the feature can be created with elements from existing systems and assets it's immediately something that's worth at least considering. It's a "modder" approach, taking elements of the games that were created to do one thing and repurposing them to create a variation of a feature or even som
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