For this week’s gaming assignment, I was actually pretty excited. I’m not a conventional “gamer”—Call of Duty and Assassin’s Creed aren’t exactly what fill my spare time—but I do love video games. And I become easily obsessed with any invention that even approaches the border of that scary island, Addictive. So when we were assigned this game development task, I actually looked forward to it. Reflecting back on the game that my group designed, Caelum, it’s easy for me to pick out what parts we could have expanded upon.
Character Design:
With the minimal time we were given (and the burnt out motivation we had coming straight away from that Pencil assignment), our group didn’t really expand upon our character once we decided who he was. I think in our minds, we already understood the game well enough without constantly having to remind ourselves who did what for which reason. Perhaps if our group had clarified our own personal versions of the hero, Alixis, it would have been easier to convey him to the class.
Presentation:
I love, love, LOVED the group that presented their game, Et tu Dragon, today in class. I think what was most refreshing about it was the obvious effort displayed. Despite the looming end of the quarter and previous mind-boggling assignments that came before this one, they clearly put a lot of effort into the content as well as the presentation. My own group worked really hard for the concept work, but we ended up just flinging our work together in a strung out powerpoint and calling it a day. I wish we had gone that extra mile and made our presentation as kick-ass as our actual game design.
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