Game Designer
HEIST
Background/Process
Development Background
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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.
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Also joined as the final member when there wasn't enough students in the section of the class to balance out each team sizes.
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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.
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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.
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During testing, the team often tried to get ideas on what players would want that the the game didn't have.
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Also took some time to figure out how to present the game as something cool and fun.
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Throughout the game's development, we worked either in the class's lab hours or during the afternoons to evenings.
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Often worked with an empty stomach so I'd be somewhat rowdy towards other members which was non-intentional.
Challenges
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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.
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Having about 4 months of development time, the game didn't have enough time for more testings and iterations.
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Scheduling for team work time was a bit tough; most of the time, the team would be working into the evenings.
Lessons Learned
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Never work on an empty stomach, it just makes the person frustrated or rowdy.
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Learned to get over ideas when it may not work out or that it may overscope the game.
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If given more time, testing the game for bugs or design flaws would help improve the game.
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Through observation of another teammate, learned to not spend too much time over perfecting one part of the system.