Now that production is finished and teams for next year have been set up it’s a good time to look forward. My initial team for next year is competent and has another programmer, however they were also a production 1 team for the full semester. This leaves me as a bit of an outsider coming …
What Went Right? Communication with the programming team was good Implemented multi scene loading, drifting, and speed surfaces Finished the game without crunching during the last week I got to spend some time trying to figure out graphics programming in Unity We used Gitflow fairly successfully Multi Scene Loading worked great and avoided a lot …
We went to the Champlain Games Festival to demo our game about three weeks before the final build was due. This ended up being awesome because it was fun and for the networking opportunities. However the biggest impact was having a fake deadline to motivate everyone. CGF was great because it provided positive and negative …
I learned about multi scene loading in Unity while studying abroad in Montreal and it’s amazing. It’s nice on a solo project, but essential in a team project and pretty easy to implement. You can check out the script we used here. Some sort of multi scene architecture is essential because handling unity scene merge …
We tried to follow Vincent Driessen’s Gitflow model to clean up the repository and let everyone work in parallel. It’s made super easy with GitKraken which has a gitflow plugin available and is just generally awesome. However we of course ran into some problems using gitflow for the first time. The things we did right …
Prompt: For your final blog post, reflect on the questions above by pulling together your experiences as a game developer in your particular area of expertise, as a team member on your development team, a person in 2018 in the United States of America, and as a soon to be professional game developer. Your post …
Prompt: Reflecting on the Midmortem presentations and game selections, how do you feel? Did you game go forward or were different projects chosen by the class? What did you learn from the experience and how will you take this knowledge going forward? I thought the Midmortem presentations were for the most part interesting, and I …
Prompt: Look back at a particularly challenging week, what went well? What could have been better? How could you have personally affected the outcome in a positive way? What would you do differently if you could? The most challenging week we had was the week before midmortem. I think it was particularly hard because we …
Prompt: Consider your strongest prototyping week? What made it so successful? Consider not just the concept but the team’s contributions, reaction to feedback, and more Our strongest prototyping week was the third and last one. I think the prototype was the most ambitious by far but it was also something that I really bought into …
Prompt: As a game developer, where am you now? What have you accomplished and what are your greatest strengths? What do you want to do next to keep growing? As a game programmer I’m still pretty much a generalist, although I’m definitely leaning towards tools and graphics programming. I like making things to help people …