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HEIST

Background/Process

Development Background

  • Joined the team because the concepts they presented were interesting and I had something similar in mind that I wanted to do that would fit well in the game.

  • Also joined as the final member when there wasn't enough students in the section of the class to balance out each team sizes.

  • Spent a lot of time as a team trying to figure out what the game needs of the mini-games and the idea of how to steal from the locations.

  • Sometimes, I would add ideas that might make the game a bit overscoped and took some time to get over the ideas not being in the game.

  • During testing, the team often tried to get ideas on what players would want that the the game didn't have.

  • Also took some time to figure out how to present the game as something cool and fun.

  • Throughout the game's development, we worked either in the class's lab hours or during the afternoons to evenings.

  • Often worked with an empty stomach so I'd be somewhat rowdy towards other members which was non-intentional.

Challenges

  • Didn't have any dedicated spaces for the team to work in one location so sometimes, I'd work a distance away from the team.

  • Having about 4 months of development time, the game didn't have enough time for more testings and iterations.

  • Scheduling for team work time was a bit tough; most of the time, the team would be working into the evenings.

Lessons Learned

  • Never work on an empty stomach, it just makes the person frustrated or rowdy.

  • Learned to get over ideas when it may not work out or that it may overscope the game.

  • If given more time, testing the game for bugs or design flaws would help improve the game.

  • Through observation of another teammate, learned to not spend too much time over perfecting one part of the system.

Van
Ronald

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Email: rozaldvane@gmail.com

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