Professional Development and Practice
The second mini-game development cycle introduced me to 3D modelling. Blender is a program I have no experience in, so trying to learn even the basics of this software has been a bit of a struggle. I have had very brief experience with other modelling programs before, i.e. Google Sketchup and AutoCAD, so the concept of modelling objects on a computer isn’t completely foreign to me, but I only dabbled in it very lightly. This meant that the visual fidelity of my prototype has suffered, since I wasn’t able to construct any decent placeholder models to use, so I just stuck with basic geometric shapes and have tried to make up for it more from a gameplay/mechanical standpoint.
Working in a team
Having prior experience as a team in the previous game cycle, we all found it much easier to agree on a game idea. Everybody was also much more comfortable with sharing their opinions and negotiating compromises. However, an inherent issue I’ve found with the team is our shared skillset. We are all primarily programmers, so our ideas for our game’s aesthetic is limited severely. This wasn’t an issue in the previous game cycle as it’s much easier to develop nice looking minimalistic work in a 2D environment, but in a 3D environment it’s far more difficult. While we do have quite a diverse range of ideas and opinions surrounding game design as a team, which does lead to lots of interesting discussion, our game ideas tend to be limited based purely on the fact that we do not have the experience with the more visual aspect of game development.
Game development would have to be one of the more rewarding and satisfying things I’ve ever done. Having the ability to develop my own environment/world, and having full control over all the rules and variables is very fulfilling. Being able to create something that not only I can experience, but that I can also share with others, opens up more meaningful ways to interact with people. This would be more applicable in a multiplayer game, since everybody would be sharing pretty much the exact same moments, just from different perspectives. The fact that I can influence a game world, which includes people’s experiences, feels very empowering, and it drives me to come up with an idea or concept for a game that would get peoples attention.
Developing a first person shooter with terrorism being one of the main focuses/threats may bring a bit of attention due to recent events. However, I do not think this would be a massive issue as the game is meant to a fairly light hearted poke at terrorism, and is meant as more of a satire than anything. The concept of the game itself should show that, as it is quite ridiculous. The fact that a group of people want to destroy a giant rubber ducky, no matter the cost, should send a clear message that even the game isn’t taking itself seriously.