tisdag 22 oktober 2013

Motivation - Why Game Design/Development?


For a long time I've always had a lot of ideas and scenarios popping in my head and constantly developing. All this time I've hoped to one day be able to put them on paper or/and screen. I've been writing and drawing every change I've got, but without enough motivation to continue and get better.
I realise that there isn't really anything special about this, a lot of people have ideas they want to put into practice. That is what made me put down the pencil for a while.

One year ago, I was introduced to a course in Basic Game Design at a public college in Vetlanda, Småland. In a introductory course that lasted 3 days, we were given the assignment to create a space shooter. We were asked: what would be your space shooter? That question gave the spark for a whole new universe of ideas and inspiration.
So I spent a whole year at the full course, doing one of my new favourite activities: Making games, unfinished and full of flaws but games that are mine and came from my mind and hard work spent. 

One game in particular made me realise just why I want to continue in this field. A game I developed with a fellow student. I made the graphics and he programmed, a horror game. It didn't have any legit scares but during our presentation, our fellow students eyes widened and moved towards the edge of their seats in complete silence.
With basically a 2 week prototype, we had successfully created an spooky and unnerving atmosphere. After the presentation, they demanded that we make this into a full fledged game. 

The game can be seen in my YouTube clip shown below. It's a montage of all the small 1-2 week projects I did during the year. The horror game is shown last.
  

Download Link:
http://www.mediafire.com/?2voaihs6t09igzr

The major problem with the course however, was the lack of opportunities for playtesting. And I mean playtesting by people other than yourself. I feel that I can't really improve unless I receive proper criticism and reactions from players that doesn't have any ties to the development itself or have any strong relationship to you. Ties like that get in the way of proper criticism.

That is what I received when I let some people play my 4 week project. "Desperate at Dusk", an adventure game meant to put yourself in the shoes of an immigrant, forced to crime.


Download Link:
http://www.mediafire.com/?mr3l1122859b192

I recieved tons of criticism in terms of design and narration. As well as learning a great deal as a project leader, from a slew of mistakes made. This has given me strengthened resolve to get better and create more games.

Better went the 6 week project where I simply took the role as graphics designer.




This received much better response and our programmer/project leader did an outstanding job. This project has taught me the value of good communication and teamwork. I had a lot of fun, working with very talented people on this game.

Download link:
http://www.mediafire.com/download/s1ci04dx4e4jzx3/Magnesia.exe


Please feel free to give comments and criticism. But instead of plainly saying "it's good", "it's bad", "it's horrible" or "it's aweosme". Tell me what exactly makes it good or bad, which parts and what needs to be improved. I learn a lot from comments like those.


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