Game Designer
Earth Being
Background/Process
Planning & Research
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For the project, I didn't have any idea what I was planning to make since I wasn't certain how well I would make it.
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At the time, Cuphead just came out and I was wanting to use that game as a point of focus for what I wanted to make.
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For research, I try to find games that had primarily boss fights and platforming shooters as their genre or concept of the game.
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The way I started planning for this project was that I drew a bunch of things that I wanted the game to have.
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I kind of story-boarded what the game's levels would be like and what kind of creatures would the player encounter throughout the game.
Development Background
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I worked on this project without regards on scope and so I put myself in a spot where the game was too ambitious to make.
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At the same time, I was making this game with a decent amount of knowledge on Unity but I needed time to learn more with Unity.
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With so little time for development, I wasn't able to fully get everything I wanted to make done so I decided to keep the game as one type of level.
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I also had very little knowledge of AI so I ended up making very little and simple enemies in the game.
Challenges
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This was my first project where I get to design my own game in Unity and it was part of my first 2D digital game design class.
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I had other classes that started eating at my time to learning Unity and developing in it.
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I was busy focusing on animations and art to make the game look better.
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The game was missing the challenges or the tensions that makes the player feel motivated to attack the enemies or move forward.
Lessons Learned
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I learned to do some of the stuff in Unity that I haven't touched on before from another previous class that taught us Unity.
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In order to do better, I needed to come up with a design that is quick and simple but also isn't going to take more time to implement it into the game.
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I now know that arts and animations don't make up the design of the game but should help covey what the world is about which I haven't gotten to that level or had the time in doing that kind of thing yet.
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The missing challenges/tensions helped me contemplate on future projects when I need to come up with things that gets players to be motivated to play and move through the game.