Proof Of Learning
There comes a time in every high schooler's life where they choose to move onto something else. In order to do that I will organize all of the different work I have done for senior year and express what I have learned in words and visuals. This is the end of my graded portfolio but may also be the beginning of something even more.
Unit 1 - 3D Modeling
Modular Design is a system in which you make a 3D model out of pieces, to make it easier to build and texture an entire scene. Video games are all about having a team put things together, and making that process as easy as possible to avoid confusion and time set backs. Modular design is perfect since it breaks it down for each member to make what is essential and could double as assets to use later. This allows for more content with a fraction of the manpower and time to make. Even making a whole desert outpost is trivialized by the pieces made individually, five models turned into a full scene with some creativity and lighting.
Unit 2 - Production Management
In large video game projects, different ideas orgainized correctly can make all the difference. With so many divisions and aspects with whole teams of people, a director would be swamped with work. With at least a passing knowledge in coding, writing, communication, business, and even music composition a team lead's job is to make sure everything is perfect and when to know they can make compromises. This is why so much importance is put on them, they make the game.
The team lead is also there to interconnect eahc team members' differing ideas and paths to make the right combination of features and gameplay to make the ideal experience for players. Which sums up, all games big and small need different people that are experienced in their field and know how the work together.
The team lead is also there to interconnect eahc team members' differing ideas and paths to make the right combination of features and gameplay to make the ideal experience for players. Which sums up, all games big and small need different people that are experienced in their field and know how the work together.
Unit 3 - Pre-Production
Pre-production is an integral part of making a video game, as all the steps are. This is the phase in which ideas are made, a lot of ideas that could potentially go nowhere but could result in an idea that everybody could agree on. This saves lots of time and energy in production since you have the ideal game in place, all the work to do in production is to work out problems that will arise. That doesn't mean preproduction is just putting together a fun idea, this is also the stage in which you sort out and assign dates to certain checkpoints. A good plan will make it so development is smooth, but a great plan will make time for problems that (again) will arise from development.
Designing Choices and Convexity is basically making paths for players without them noticing or breaking the flow of the game. This may well be one of the hardest parts of game design, as you have to make a problem and a resolution that is satisfying for the player, they don't want to remember they're doing a virtual checklist, they want to play a video game. Which is where user experience comes into play, how the player feels during gameplay. Which means that good convexity will lead the player through the game without them realizing, with choices that make the player feel as if it were important (despite the game itself being quite limited due to developing full systems is time-consuming). It's a rickety bridge to walk to make the player immersed, but a good user experience can make a game's playability increase tenfold.
Mapping Choices and Convexity - While making the moon level, there needed a way to guide the player towards the intended path. Admittedly my level has a lot of holes in it, convexity is a good way to lead them towards the intended path while being challenging.
UI Prototype - Making a UI is practically a form of writing and graphic design, it has to be designed to be unobtrusive but still easy enough to see clearly. There's also world building depending on the game, different elements sell the character and world the game is set in.
Unit 4 - Production
Production is the phase in which the team members work work work. With all resources dedicated to just putting the pieces from pre production together, it's all about communicating and making, to then use those produced pieces to make the real game. It's like a factory, where pieces are made to fit into bigger parts to make a whole product, which is the whole game.
It isn't all busywork, as many times an unforeseen problem will occur, which may require multiple team members to solve, with somebody's experience being able to make it work. This is where the "problem solving" skill comes handy, it's these skills that help the already bumpy phase keep a steady road to the end.
It isn't all busywork, as many times an unforeseen problem will occur, which may require multiple team members to solve, with somebody's experience being able to make it work. This is where the "problem solving" skill comes handy, it's these skills that help the already bumpy phase keep a steady road to the end.
Choices and Convexity for the Level - This was actually not that complicated. But the most important part was telling the player what exactly everything did. There is an NPC that tells you she wants a book, so you go around the bookcases to find it. Pretty simple but already has potential for challenging the player.
As Team Lead, I had to organize everyone to do their assigned roles. This doesn't mean I sit back and watch as each of them do work, I basically play fill in for any other objects they need finishing along with general management if they need help. I had to solve a bit of problems we've had, especially with programming, and had to really shape the project into a cohesive piece.
The other team members are also responsible and are typically waay more knowledgeable in their fields, to make sure they can do their part to make the game all the more better. An example would be Judah, he basically makes the code work, although we need some group brainstorming to make it work, damn you coding. Jaiden makes a lot of the art, including UI and item designs, so she's got a full plate. Any makes our textures and puts them on. As a team we are unstoppable!
The other team members are also responsible and are typically waay more knowledgeable in their fields, to make sure they can do their part to make the game all the more better. An example would be Judah, he basically makes the code work, although we need some group brainstorming to make it work, damn you coding. Jaiden makes a lot of the art, including UI and item designs, so she's got a full plate. Any makes our textures and puts them on. As a team we are unstoppable!