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'
A few days ago I agreed to take part in a DnD game. So this is a documentation of, well, how it went and whether I learn anything related to game design from the experience! I've heard stories of many a game developer participating in DnD (The id teams lengthy game mentioned in the book " Masters of doom " for example!) so I hope participating will give me an opportunity to participate in a different style of gaming that may even result in learning about game design from a different angle. So I grabbed my battleaxe and dove right in! The basics The first meeting was pretty light the GM (a seasoned DnD veteran and experienced game designer) gave us the run down of how things work, expanding on the details he had given to us on the Facebook event page. Our IRL (in real life) party consists of myself, a game development tools QA tester with zero experience points in my DnD stat. A producer who also has zero experience. A lead QA tester with previous DnD experience
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