Blog 1

In this module, we were tasked with developing a game alongside our team members, building on a game idea presented by our peers from the previous semester. There was a fresh sense of creativity and vibrant energy in the classroom on the first day back at university. Before class, I reviewed our expected lesson content and, out of curiosity, learned a new term: “vertical slice.” After some research, this is my understanding of what a vertical slice entails:

A vertical slice is a small, fully functional software or game showcasing its main components. It’s akin to taking a thin slice of cake—you experience all the layers simultaneously (UI, logic, data) rather than just one aspect.

In summary, we collaborated with our peers to develop a game and focused on the vertical slice throughout the term. Our lessons commenced with an activity centred around problem-solving, specifically how to prevent wildfires. We used sticky notes to identify all potential issues in this module, which we then organized on a chart based on their impact and probability. My primary idea was to “choose our strengths for our roles,” ensuring we could produce the most effective project output. This idea was categorized as high probability and impact, as the module encouraged us to be the best versions of ourselves. Bringing your strengths to your preferred role is the icing on the cake.

Later in the week, we participated in a non-biased quiz to determine what game and role each of us would take on, as the teachers would be forming the groups over the week. Thursday was nerve-wracking, and I was anxious about which group to join. After the voting, the groups were finalized, and I was placed with Hayley, Youth, Suri, and Olivia. I was pleased with the team; they are bright and talented women, and I hoped to get to know them better. I learned more about them throughout the course, and we became friends in the long run! I was especially excited to be assigned the game “Memories of a Misty Seashore” by Maja, as it was one of the games that intrigued me and uniquely personified horror.

As we checked in with our groups, I realized I had initially chosen to be the world designer. However, my unfamiliarity with coding and world-building generators was concerning. Thankfully, the group was understanding, and many of us swapped roles or created additional positions based on our interests. I eventually shifted from world designer to item designer for this exciting project, and I explored sound design while collaborating with Suri. Suri took on the technical artist role, Olivia was the environment artist, Hayley was the character artist, and Youth was the narrative designer. While we recognized that programming was not our strong suit, our strengths lay in artistry and design, which influenced how we led the game’s development.

Our first collective task was to break down Maja’s Game Design Document (GDD) and compile our ideas for the game while deciding on the vertical slice. The three-game pillars outlined in Maja’s GDD were perspective shift, maintaining an eerie and grim aesthetic, and creating a sense of tension and unease through a rich environmental narrative and story. Keeping these pillars in mind, our team crafted the following description for our planned vertical slice: After Alex’s wife, Jade, discovers some of her mother’s old diary, the player takes on the investigation of the long-past disappearance of his grandmother-in-law. The player uncovers crucial clues that reveal the nature of the disappearance to be far more sinister than previously thought, along with the perpetrator’s motives. This approach allowed us to define the game’s flow and create an engaging 2D horror-thriller experience.

To contribute effectively, I researched items representative of the 1960s American style, as our group decided to set the game in that era. Additionally, we chose to portray the introspection of the killer, emphasizing the beginning and end of the game to showcase the strengths of our artistic vision. I took charge of this decision, advocating for a deep dive into the game’s aesthetics, and my teammates agreed it was an ideal starting point. Over the weekend, I edited my blogs, researched items, and immersed myself in horror films like the “Paranormal Activity” series.

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