Today we presented a game to a recruiter from Microsoft, and Kiran and I gave a re-hashed version of the presentation that we gave to EA four weeks ago. It went really well, but we didn't have a playable build ready for him by the time we had finished our presentation. This didn't turn out to be too bad, because by the time he was done talking to team Vinyl he had forgotten to come back to our side of the lab to play the old build of the game we had running.
I knew that having a playable build was important for this exact reason, so I don't feel like I learned anything so much as I learned my lesson. We're working on getting a playable build for the playtesting starting next Monday, and the new plan is to have working builds for playtesting available for anyone who comes in to see the game.
This week is going to be focused on updating the build and getting those playable levels built. Furthermore, we're going to have to decide what to test during playtesting to make good use of that time. My time is definitely going to be focused on getting the levels up and the playtesting questions are ready.
Wednesday, September 25, 2013
Sunday, September 22, 2013
New Semester
This summer has been a fantastic adventure.
Granted, it's now three weeks since summer passed, but the momentum that the Hack-N-Hide team has had since summer has been amazing. I've actually blogged about it several times on our team website, at hacknhide.blogspot.com
As a quick recap, we were able to present Cyber Heist (previously called Co-Signers) to EA Salt Lake to members from their entire team. After we presented, they were able to give us feedback that cut right to the chase of the things that we were concerned about. It was as if they'd been working on the game side by side with us the entire time and knew exactly what we were hoping to improve. I would love to someday have the expertise to be able to analyze a game I've never before seen with as much accuracy as they did.
Its been a fantastic experience over the summer working as the primary producer and designer along with Chris Rawson, who's now assuming the position of lead engineer on the team. I started out the summer splitting my attention between 4 games, and now I dedicate over 70 hours a week just to Cyber Heist. I've never had an opportunity to work this hard before, and its comforting to know that I'm still completely in love with the process. Working with games is definitely my calling.
I've recently applied to EA as a new graduate designer. They asked applicants to only apply to one position, and it took a lot of thought to decide between producer and designer. I feel like during the summer I had a very good insight on how both of the positions worked, but I feel like I have a better natural inclination towards designing. Its a little weird, but one of my favorite aspects of design is recognizing a feature that no longer works, cutting it, and developing a new feature that better fits the new parameters of the game.
Granted, it's now three weeks since summer passed, but the momentum that the Hack-N-Hide team has had since summer has been amazing. I've actually blogged about it several times on our team website, at hacknhide.blogspot.com
As a quick recap, we were able to present Cyber Heist (previously called Co-Signers) to EA Salt Lake to members from their entire team. After we presented, they were able to give us feedback that cut right to the chase of the things that we were concerned about. It was as if they'd been working on the game side by side with us the entire time and knew exactly what we were hoping to improve. I would love to someday have the expertise to be able to analyze a game I've never before seen with as much accuracy as they did.
Its been a fantastic experience over the summer working as the primary producer and designer along with Chris Rawson, who's now assuming the position of lead engineer on the team. I started out the summer splitting my attention between 4 games, and now I dedicate over 70 hours a week just to Cyber Heist. I've never had an opportunity to work this hard before, and its comforting to know that I'm still completely in love with the process. Working with games is definitely my calling.
I've recently applied to EA as a new graduate designer. They asked applicants to only apply to one position, and it took a lot of thought to decide between producer and designer. I feel like during the summer I had a very good insight on how both of the positions worked, but I feel like I have a better natural inclination towards designing. Its a little weird, but one of my favorite aspects of design is recognizing a feature that no longer works, cutting it, and developing a new feature that better fits the new parameters of the game.
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