Week 7

Abstract Our learning objectives for the week were:

Post 1: Response to feedback

The key points I took away were:

  • Tell me more about the world

  • Have a tight business plan

The first part was easy as I had built out a lot of the world already.

The pieces can be found here:

The next step was to articulate that into the game properly and into the presentation.

I decided to ask Luke to create some environment images to talk over them as I described the world and plot.

The next was to write the first scene so that Lucas and Dan could get started on the game and Luke could draw the images for our game trailer.

The scene I wrote was this:

"Asimov wakes, disillusioned and disorientated. There are screams outside as cars fall out of the sky and into buildings. Bots are also seen chasing individuals and seem to be devoid of emotion and empathy they once had.

A video wall of Asimov's quarters is cracked, and an alert indicating successful deployment flashes.

Before Asimov can get to the screen, several bots crash into his room and attack.

Asimov's eyes go white, and a huge wave of energy emits from his body, and he passes out.

(maybe) The wave of energy destroys the entire room and the bots who were about to attack and Asimov.

Asimov rushes to his desk but finds all his files and data destroyed. He notices an RFID chip with the words 'Cloud access' embossed onto it"

This was enough to get the team started and not to create any blockers for me. I also created a holding slide with example images.

Marketing The next step was the read "The Gamedev business handbook by Michael Futter' (2017) So that I would gain insights into the business around game development and create a strong case for investment.

References

  1. Futter, M. (2017). The GameDev business handbook : how to build the business you’ll build games with. London, England: Bithell Games. ‌

Meeting 1: Feedback review and Art briefing

2021/07/13 I arranged a meeting with the team to go over the feedback. The key points of our meeting were:

  • For me to work on the story

  • Daniel McKinley to create pinterest for inspiration capture

  • Daniel McKinley to work on the gaming loop for playable game

  • Linda Fitzgerald Create a testing startegy

  • Linda Fitzgerald to create a styleguide section in confluence

  • Luke Morrisby to create art for the environments

  • Luke Morrisby to look at narrative created by me to start storyboarding the opening scene for game

  • Daniel McKinley, Lucas Souza and Luke Morrisby to work on a better way to explain, demonstarte and articulate our arguement

I was really worried about the feedback we got about our Machine Learning, so I bought it up as a risk to the project.

Lucas was in charge of that aspect, so we decided to discuss with him if we should pursue it or drop it.

Full notes can be found here

Meeting 2: Sprint retro

2021/07/14 We discussed the Machine learning feedback, and Lucas agreed to drop it and focus his efforts on producing a decent game slice.

Sprint Retro

Additional meeting notes can be found here

Post 1: Story Arcs

I started to work on the story arcs for the characters and also continue reading The Gamedev business handbook (Futter, 2017).

I also caught up on my development blog entries and updated confluence backlog.

References

  1. Futter, M. (2017). The GameDev business handbook : how to build the business you’ll build games with. London, England: Bithell Games. ‌

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