Week 2 lectures

  • Breaking down variables into deliverables and tasks
  • Deliverables > task 1,2
  • Create new character > concept art > 3d modelling > rig/animate
  • Examples task on Miro board
  • Deliverable 1 – Make pesto pasta
    • Task 1 – boil pasta
    • Task 2 – Fry vegetables
    • Task 3 – Mix it together

  • As a user role, I want what do you want? so that how does this benefit you/the business.
  • As a new user, I want the option to limit how many emails I receive from this app so that I don’t get overwhelmed with junk mail.
  • As a player, I want to solve the murder so that I can feel a sense of accomplishment.
  • As a game developer it is not only your job to entertain the user but to understand their pressure points and frustrations
  • This gives a basis for you to communicate priorities to your teammates
  • It’s a way to make sure that you play with your player rather than making unenjoyable art
  • Empathy and attention to detail are how we take our games from amateur to professional
  • These things take time
  • You will always have to iterate but it’s easier to make minor tweaks
  • than major changes

Write out contingency plans for if each of your team members goes missing

  • Which of their tasks will you cut?
  • Which of their tasks will you simplify
  • Which of their tasks will you give to other team members?
  • What is the bare minimum you can give and still have a functioning game loop?
  • Go through each of the parts of the design doc and figure out what you would cut in an emergency
  • It is better to switch as early as possible

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