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So we had an alum from our program come and visit. He is a currently a game designer on Rainbow Six: Siege. He was interested in our game since it is a first person shooter and that’s his specialty. He played it a bunch and gave us some very insightful feedback. First off, our 360 camera doesn’t work well with a fps game. Regular fps games have something called an eye funnel, the center of the screen where the focus of the player is. The problem with our game is that we have 2 eye funnels not at the center of the screen but too each side. He recommended that we should cut the camera and focus on a wallwalking shooter with levels that look like M.C. Esher’s art. While I don’t necessarily agree the camera should be cut, I do think one of our mechanics need to be cut. We have too much and its too confusing for players. During the week, I brought in a few playtesters from the Counter- Strike: Global Offensive club, experienced fps players. We had them all try the game out ¬†and get their feedback. An interesting thing they all said was that they liked to travel around the map with the 360 camera, using it almost like a radar but as soon as a firefight starts, they toggled it back to a normal camera. This does show that the 360 camera is not ideal for shooting. We’ll have to take some of this feedback and decide where to move on to next.

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