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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.

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