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Reflection Industry Practice

 Reflection Industry Practice


What went well: 

The big thing is that we actually made a game with a coherent narrative, we were able to bring our artworks together to form a game that works and has replay value to due to our multiple choice mechanics throughout the game. The team I was apart of were all fairly capable artists in their own right so that enabled me to sit back a little and allow them to direct me a bit more in the direction they wanted for the game to go in. The script we put together was great they all understood the topic of anxiety and how to portray it all I had to do was tighten up the script and tone down some aspects to keep it in line with our age rating I also went through to make character interactions seem consistent especially with the main characters flatmate- some interactions were a little off but that's because we had the script relatively early and and changed a few character dynamics but the fact that we had the time to be able to change something like that shows that our team is fairly good at keeping on top of tasks. 

What could be improved

I would say that our teams workload could've been split a little better Seb was our director, Niamh was our character artist, Pantelis was our environment concept artist, Kenny was our programmer and background artist and I was the script writer/ editor and the UI artist. We all did work for characters but I feel like I wasn't able to contribute enough in some places especially the environments portion we could've split the workload for it and then had our environment lead put it into the final style like we did with our character sprites but, this could potentially be a matter of workload in that we didn't give ourselves enough it could also be that some of us were taking on quite a bit more than they should have to. The project as a whole to me seemed a little rushed in some areas and too lax in others, the in class work sort of clashed with the production of our game, if we had a chance to get the majority of admin and coursework out of the way we could've probably had a smoother development process on the whole, I know that's more of a critique of the course but it seems relevant to bring up here.

What I have learned

I have learned that it is both quite simple yet quite difficult to make a game. Its simple in the fact that all you need is; artwork, a story and code but putting all of that together is incredibly difficult for anyone doing it for the first time. I have also realised that I have to be more active in communications because we didn't have many team chats at all, even though I wasn't in the director role any of us could have called a meeting whenever we had time outside of university to ensure we're all on the same page before coming in that week so we could get to work without wasting too much time.

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