Now that post undergraduate life is starting to settle in and I recuperate from hospital, at least until my potential masters begins, It's time to pick up development of the game "Grim Vacation".
Today I met with my artist Craig Payne for the first time since uni to discuss where we are and where we need to go with the project. While the game is at a fairly respectable state it still lacks a few necessities such as final character animation, enemies and the database work, among other things. I'm planning on it being released towards the end of July though which considering what needs doing should most definitely be feasible.
Its interesting developing Grim compared to Icarus from a perspective of looking to release the game as opposed to producing a game prototype. For instance ensuring all the levels are unlockable has to be included while on a prototype its simply a proof of concept, all obvious but not considered before.
I also discussed with Craig the development of the game Sunshine (working title). While it was originally planned for Xbox I'm now looking at re-designing it for mobile and tablet. While id like to develop for iPhone considering the lack of fragmentation, licence fees and no longer owning a Mac has probably put paid to it. So we will continue with development on Android. Id like to produce a 3D version for tablets down the line, however initially we will focus purely on Android smartphones.
My biggest task at the moment is going to be working out dimensions, briefs and control scheme. I'm looking at whether the accelerometer will work and potentially producing 2 alternate prototypes.
We discussed bringing in another artist however I don't think it'll be necessary (unless Craig gets a job) as we're looking at working full time on the project. I'll be producing some concepts of my own over the next few weeks though to help my team understand the idea.
Ideas and thoughts regarding game design and development from a recent graduate of the University of Abertay Dundee
Sunday, 26 June 2011
Friday, 24 June 2011
Buying Pre-Owned
I'm not one to horde games. While my film collection may be bigger than my bed I've for around the last 6-7 yars I've oly kept games which are either online or those which i just can't sell, such as Kotor. as such I think the last game i purchased full price would have been Fifa, at a Tesco knock down of £25. So when I went into gamestation to pick up StarCraft 2 as I'll be bed rideen for a while I ended up spending the £30 on 3 PS3 games instead (Arkam Asylum, Ratchet & Clank and Dead Rising 2) All games I've wanted to play for some time just never got around to it.
When I was chatting to the consultant there he pressed on me trading games in to get them even cheaper. Now consiering the damage it does to the games industry Im stuck somewhere within my moral compass staring at the empty abyss which is my wallet. While I take full advantage of stores pressing on pre-owned I don't expect it to last forever. While digital distribution may be the norm for mobile and smaller titles on PSN/XBLA, for larger titles I don't foresee an immediate future whereby we'll all be downloading them. Lack of broadband speeds, HDD space and most significantly a lack of competition. As EA opens its Origin store its an odd marketplace to be entering. Rarely do people complain that Steam is over priced, quite the opposite. So while I would argue any boxed product game on PSN is generally too expensive I do see a great deal of value in the smaller titles, such as the PixelJunk series. This is because I agree with their pricing, I don't agree that games should be a standard £39.99 regardless of content. I also don't buy into the idea that if its online only there will be a lack of competition its just there isn't any right now, if anything such as seen in the App store as competition increases among products prices will fall.
We're now seeing Origin compete with Steam and Amazons Android store will likely be among many competing with the native client. Regardless of anything if consumers don't feel something is worth the money, they won't buy it. Just give it time, during which I'll be fighting the Joker.
When I was chatting to the consultant there he pressed on me trading games in to get them even cheaper. Now consiering the damage it does to the games industry Im stuck somewhere within my moral compass staring at the empty abyss which is my wallet. While I take full advantage of stores pressing on pre-owned I don't expect it to last forever. While digital distribution may be the norm for mobile and smaller titles on PSN/XBLA, for larger titles I don't foresee an immediate future whereby we'll all be downloading them. Lack of broadband speeds, HDD space and most significantly a lack of competition. As EA opens its Origin store its an odd marketplace to be entering. Rarely do people complain that Steam is over priced, quite the opposite. So while I would argue any boxed product game on PSN is generally too expensive I do see a great deal of value in the smaller titles, such as the PixelJunk series. This is because I agree with their pricing, I don't agree that games should be a standard £39.99 regardless of content. I also don't buy into the idea that if its online only there will be a lack of competition its just there isn't any right now, if anything such as seen in the App store as competition increases among products prices will fall.
We're now seeing Origin compete with Steam and Amazons Android store will likely be among many competing with the native client. Regardless of anything if consumers don't feel something is worth the money, they won't buy it. Just give it time, during which I'll be fighting the Joker.
Wednesday, 22 June 2011
Passing the time with iOS
As university recently finished Ive spent some time rlaxing, both through holiday and hospitalisation. During this time I've had a large amount of time to explore the vast number of games available on the pp store. I recebtly realied that i neithe rpla enough mobile games or of a large enough variety. I've notied many of my friends and collegues all have the same usual gaes on their smartphones, namely Angry Birds, Cut the Rope and Tiny Wings. Surely there must be more out there considering the 250k apps often quoted.
My initial aim was to continue with what I had, so Ive been steadily competing levels on Cut the Rope and Anrgy Birds, while no means complete I'm a fair bit further into them than I was some 1 month ago. Other than that though I've been playing the following games:
Game Dev Story
A game ive heard of for a while but one which id been apprhenisve about starting. Silly me because its hard to put down. By no means anything ive not come across before, but the timing f completing a game project and starting a new one is so fine that i literally couldnt stop while in hospital. Just a shame it ended after 20 years id keep going and going. In saying that I did feel that while its perhaps my own knowledge of the games industry which meant i succeeded, rarely did I run into too many issues. The weighting of success over failure was quite large and id probably appreciate a bit more difficulty.
Feed me Oil
Reminds me of World of Goo just not as good, while excellent from a development point of view I feel its very much trial and error and the accessibility of hints pretty much means im constantly being walked through the experience
Stylish Sprint
I was hoping for something a bit more than cannonbalt, while it is prettier and does have more depth its still the same game at its core and as such Im not reaching for my 3GS every 5 minutes to play
Storm in a Tea Cup
What an interesting game. On the one hand the control system is abysmal, the menu system confusing and yet i keep playing it and I beleive thats down to the level design. Its superbly made and comes fom a local studio. Ive contemplayted how the controls could be improved and to to be fair to Cobra Mobile its not as easy task. The difficulty is high and i appreciate that, to a certain extent. In general though one cant complain if one keeps coming back to play. Great title.
Siege Hero
Theyve used pretty much the exact sae layout as Angry irds while the experience isnt anywhere near as difficult. And yet as it so closely resemble AB i completed it with great enoyment, Ill look forward to further levels being released.
Hard Lines
An interesting take on Nokia's Snake however quite confusing. lenty of games modes just difficult to know what each one does. Do i move into an enemy to kill them or do they die if they hit me? Ill need to play it further but generally i can see potential.
World of Goo
Goo on the iPhone, what's not to like.
To-Fu
ointin your charger in the direction i want to shoot him, rather than backwards like a slingshot is odd bt understandable. Enjoyable and nice to look at Ill definetly keep playing
Sticky
recomended by a friend its similar to To-Fu, ill need to keep playing though as like Pinball i think my phone is killing it
Poultry Pinball
A friends game which is suffereing from framerate issues. Im gonna pass judgment once ive freed up some space on my phone as im fairly certain its killing the game. Poor 3GS
How did i find them? Its an interesting question and one which I explored during my honours project, just how and why do people play certain games. From my own experience ive found my initial source for information is not the top 25 games but instead weekly round ups of top iOS games on sites like eurogamer and kotaku. The importance of marketing and word of moth is becoming very clear to me. One mention of a game and im already on the App store. From there ill take a look at the reviewes but to be honest, for me to even be there requires it to be iven a decent rating oneline. so its rare than im not pressing buy now.
Ive also noiced the more i play, the more i recognise developers and publishers. While its seemingly common knowledge that a publisher like Chillingo (teacup, Feed me Oil, Cut the rope and Angry Birds) gives the game gravitas. If i notice a game was developed by somebody i know im more iclined to check it out, suh as Spilt Milk's Hard Lines. Ensuring that indie developers arent hidden behind publishers should be treasured.
My next stop, to free up some space on my phone so i can play SuperBrothers: Sword and Sworcery (did they spell it wrong intentionally?), that and continue my recovery from hospital. Gonna be a while but with 250k apps to play with, should make it easier.
My initial aim was to continue with what I had, so Ive been steadily competing levels on Cut the Rope and Anrgy Birds, while no means complete I'm a fair bit further into them than I was some 1 month ago. Other than that though I've been playing the following games:
Game Dev Story
A game ive heard of for a while but one which id been apprhenisve about starting. Silly me because its hard to put down. By no means anything ive not come across before, but the timing f completing a game project and starting a new one is so fine that i literally couldnt stop while in hospital. Just a shame it ended after 20 years id keep going and going. In saying that I did feel that while its perhaps my own knowledge of the games industry which meant i succeeded, rarely did I run into too many issues. The weighting of success over failure was quite large and id probably appreciate a bit more difficulty.
Feed me Oil
Reminds me of World of Goo just not as good, while excellent from a development point of view I feel its very much trial and error and the accessibility of hints pretty much means im constantly being walked through the experience
Stylish Sprint
I was hoping for something a bit more than cannonbalt, while it is prettier and does have more depth its still the same game at its core and as such Im not reaching for my 3GS every 5 minutes to play
Storm in a Tea Cup
What an interesting game. On the one hand the control system is abysmal, the menu system confusing and yet i keep playing it and I beleive thats down to the level design. Its superbly made and comes fom a local studio. Ive contemplayted how the controls could be improved and to to be fair to Cobra Mobile its not as easy task. The difficulty is high and i appreciate that, to a certain extent. In general though one cant complain if one keeps coming back to play. Great title.
Siege Hero
Theyve used pretty much the exact sae layout as Angry irds while the experience isnt anywhere near as difficult. And yet as it so closely resemble AB i completed it with great enoyment, Ill look forward to further levels being released.
Hard Lines
An interesting take on Nokia's Snake however quite confusing. lenty of games modes just difficult to know what each one does. Do i move into an enemy to kill them or do they die if they hit me? Ill need to play it further but generally i can see potential.
World of Goo
Goo on the iPhone, what's not to like.
To-Fu
ointin your charger in the direction i want to shoot him, rather than backwards like a slingshot is odd bt understandable. Enjoyable and nice to look at Ill definetly keep playing
Sticky
recomended by a friend its similar to To-Fu, ill need to keep playing though as like Pinball i think my phone is killing it
Poultry Pinball
A friends game which is suffereing from framerate issues. Im gonna pass judgment once ive freed up some space on my phone as im fairly certain its killing the game. Poor 3GS
How did i find them? Its an interesting question and one which I explored during my honours project, just how and why do people play certain games. From my own experience ive found my initial source for information is not the top 25 games but instead weekly round ups of top iOS games on sites like eurogamer and kotaku. The importance of marketing and word of moth is becoming very clear to me. One mention of a game and im already on the App store. From there ill take a look at the reviewes but to be honest, for me to even be there requires it to be iven a decent rating oneline. so its rare than im not pressing buy now.
Ive also noiced the more i play, the more i recognise developers and publishers. While its seemingly common knowledge that a publisher like Chillingo (teacup, Feed me Oil, Cut the rope and Angry Birds) gives the game gravitas. If i notice a game was developed by somebody i know im more iclined to check it out, suh as Spilt Milk's Hard Lines. Ensuring that indie developers arent hidden behind publishers should be treasured.
My next stop, to free up some space on my phone so i can play SuperBrothers: Sword and Sworcery (did they spell it wrong intentionally?), that and continue my recovery from hospital. Gonna be a while but with 250k apps to play with, should make it easier.
Wednesday, 8 June 2011
Portfolio
I'm going to kick off this new blog with my current job/uni situation. As i await my final year grades I'm looking at any and all available design or production jobs within the games industry. If I like many in the job market fail to procure any work, I'll be doing the MProf at Abertay next year. While I don't have any qualms about the masters, the program looks very good as Ill be working with industry professionals, I would however, like many, prefer actual games industry experience.
While I've been applying for jobs I've realised that my online presence isn't up to scratch, and so instead of waiting for my web developer to fix my website I've created this blog and I'm creating a written and online portfolio.
I'm using Youtube to upload videos of my current work although that's difficult as some are protected by NDA (non-disclosure agreements) and I cannot seem to find my 2nd year group project, "Chameleon", annoyingly my half broken P.C may contain the treasure I seek though.
The difficulty I'm finding is that while I have experience an knowledge of both design and production, industry doesn't allow for people to generally hold both roles, understandably As my skills lean towards design that's what Im focusing on.
While I've been applying for jobs I've realised that my online presence isn't up to scratch, and so instead of waiting for my web developer to fix my website I've created this blog and I'm creating a written and online portfolio.
I'm using Youtube to upload videos of my current work although that's difficult as some are protected by NDA (non-disclosure agreements) and I cannot seem to find my 2nd year group project, "Chameleon", annoyingly my half broken P.C may contain the treasure I seek though.
The difficulty I'm finding is that while I have experience an knowledge of both design and production, industry doesn't allow for people to generally hold both roles, understandably As my skills lean towards design that's what Im focusing on.
Subscribe to:
Posts (Atom)