Approach to learning and finding information:
Through the last 3 cycles of the design process of these games, there have been many learning points for myself and I’m sure for many others in the course. As with all learning it takes practice and through the small 12 week cycle of these games I have seen a progression of quality and design from the initial game. I now have a better understanding of the process required to design for a target audience, and I have spent a lot more time thinking about what not only what I would enjoy in a game but also what someone else might enjoy when thinking about game mechanics and interactions.
Non-Technical Skills Developed:
Something that I consider very important that I have had the pleasure of developing in the 3 cycles is the social/team based learning that I believe is an integral part of design. I think very highly of the opinions of others and have found nothing but improvements to my own ideas when discussing them with my studio group and the other studio group opposite me on the table. At the beginning of the cycles I wasn’t really talking as much to my group members, this was evident in the creative differences that were in the iterations of our games. I think other than the category it was hard to find any underlying commonalities to link the earlier games together. In more recent cycles I think the discussion of the games and bouncing ideas off of each other has brought together the tones of the game and it’s more evident to someone with an outsiders perspective that the games came from the same studio.
Strategies managing team based and individual assessment:
It has been an interesting experience working so closely each week with the same individuals, unfortunately during cycle 2 we had someone in our studio drop out. This left me and Joel as the only remaining members. I don’t feel like this was detrimental at any point other than some of the activities for cycle 3 we have needed to do a bit of extra work leading in to our own activities for the cycle. Both Joel and I have been able to work together when needed and are not afraid to ask the other for help. We spend a lot of time communicating outside of the tutorials, discussing ideas for the game and changes that the other might want to make to theirs. It has been very easy working in these groups, I have probably found more difficulty in the individual side of the work. I have really needed to set myself small goals through each cycle to prevent myself from leaving things to the last minute. It’s not that I don’t enjoy doing the individual work by any means but having someone to work with, in my opinion, escalates the quality of the work and I lean more towards this style of team integration rather than individual work. Planning has been probably the most important part of this game development cycle, good time management has had a very positive impact on the work load.
Some of the important parts that need to be considered when working in a team are, sharing an even workload, participating in group forums and making choices together. The reason these topics are important in teamwork is because if one person is doing the work it isn’t fair on them, groups are formed so people can work together and engage with each other. Having an open forum where choices can be made together as a group is an excellent way to socialise and have outsider perspectives to your own, every had a different childhood and group up different ways, so listening to others opinions broadens your mind to design possibilities in a game that may previously not have been thought of. This would be why developers are not working in their own little box when making games, they have developer meetings and bounce ideas off of one another.