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Monthly Archives: March 2015

All of us are pretty motivated and encouraged by GDC. We come back with a meeting to share all the feedback we got from GDC and what our next steps are. We got a huge variety of feedback, some of it useful, some of it not. Most of them we would not be able to test until later on in the game once we implemented multiplayer and assets. We had one team member who was questioning if we should really be making a first person shooter in whihc the rest of hte group quickily shut him down. Our game goal is to make a first person shooter with a 360 camera. The design and decisions should be leading to that goal. I kinda felt bad for him but not that much cause he knew good and well what our game goal is. We didn’t put off all the feedback though, we decided to disable wallwalking since our professors and many people from GDC said it was a little overwhelming and we should focus on fully utilizing the 360 camera first. Us producers set up a priority backlog and schedule so we can get a “Alpha” build ready for EAE day and a “Beta” for IGF submissions next semester. We decided to go with Roger’s idea of detaching the camera or giving the option to detach the camera so we could utilize the 360 camera more. We assign tasks to engineers to do that and a few other experimental ideas I had with the aiming and camera, such as tank style aiming. The artists are coming up with concepts and trying to figure out art styles.

GDC was life changing. I learned so much there and met so many awesome people from the game industry and had loads of fun. I attended the game design workshops the first two days since design is what I’m most interested in and doing for the thesis game. They were taught by very experienced designers from the industry such as Stone Librande, (lead designer of Diablo 3 and currently at Riot). I learned more in that 2 day workshop than I did during all of the game design class. I learned a lot of techniques and theories that I can apply to the thesis game. I was able to meet a lot of people from the industry and do some good networking. Through my good friend Lilian Chen, a former pro Super Smash Bros player, I was able to network with many people in the esports community. I showed many of them my game and got lots of feedback and interest. The key was to hit up all the after parties and be social able. Even when you’re tired and want to go to bed, go to the parties, meet people, talk about what you do and find out what they do. Hopefully when I get back to SLC, I can put all the knowledge and connections to use for the thesis game.