Well, Spring Break is over. Everyone seemed to have a good time, and I hope we’re all refreshed so we can push hard to finish the game and publish it before we graduate. After a week of break most of the students seem to be in agreement that we shouldn’t make major changes to the game, and I like that idea.
So far our biggest push is to work with lighting. Sherry is doing some lighting tests, and I am lighting the inside of the house in Maya. Hopefully I can do a good job and we can bake out the light to add some good shadowing to the world and make the game look the best we can.
So, I was just learned that Rockwell Collins has officially offered me a full-time position when I graduate. I am very excited about the opportunity, although I will continue to apply for other game positions. The position looks like a very good starting position that has to opportunity to turn into a good career. The company is very strong and most of the employees have worked there for decades. I think it would be a good place to work.
I am also excited for other people to get job offers. There have already been other students get offers, and I hope we are all able to get good jobs. I also hope after we leave we will be able to keep in contact and network well with each other.
So GDC was very educational for all of us, and we had a large meeting to discuss what we learned and what to do about it. Right now there seems to be two different camps: those who want to keep the game the same and focus on finishing it the best we can, and those who want to make changes to the game to fix problems. Right now there isn’t much time left in the semester, so I think I’m in the first camp.
There have been some suggestions for more major changes to the game, and I am against that. Although some of the ideas are very good, I don’t think we have to time to implement them, test them, and fix all the bugs before our publishing date. Plus I think it will be harder to get full work out of everyone because many people are (rightly so) focusing on applying for jobs.
So this week was the week of GDC. I learned a lot, and it was a really cool experience. Probably the most important part of the process was getting player feedback from the booth at the Expo Hall. I had never manned a booth at the expo hall before and it was a education session. The first thing I learned is that most people at an expo hall want a simple experience that last a few seconds, rather than sitting down for fifteen minutes and really getting to know our game.
That also meant that players would get confused and lost a lot, not having enough time to really read instructions or to comprehend concepts. It will be interesting to talk about this with the team, and decide if this is a problem of the presentation environment or if it is a system problem for our game.