This semester is what we
Simulation and Digital Entertainment majors have been preparing for throughout
our college experience. The Capstone courses take all of our knowledge,
gathered in previous classes, and puts it to the “test.” Now that we have come
to the close of Game Development Project I, I have realized just how important
and necessary the Capstone experience is. This past semester has been an
extremely vital learning experience for me, as well as the other individuals
within my game development team. As a team, we experienced ever single aspect
of the beginning stages of video game development together.
Challenges
arise inevitably during the course of any development process. This is
especially true with the development of video games. As a team, my team members
and I were faced with a few challenges along the path of development. One aspect
of this past semester I believe to be a challenge was working with an external team
member. Do not get me wrong, there was no doubt in my mind that Mike would be
able to keep up with the tasks that we gave him. It was just the thought of not
meeting with him directly that kind of scared me a little. However, throughout
the semester, Mike has dedicated time out of his busy schedule to get our game
exactly where we planned as far as development. We are satisfied and
appreciative of the effort he has put into the project.
Another
challenge we faced during this past semester was with decision making. We
believe, as a team, that we should not move forward until a mutual agreement is
made; this is where problems arose. During our concept phase, many ideas for
final asset appearances were being thrown around, and the problem was that opinions
became conflictions. There was a point where agreement on concepts became
arguments; this is not uncommon in the world of video game development. It
escalated to a point where we just could not move forward. Enthusiasm for the
video game began to dwindle, and it almost seemed like our team was falling
apart. However, where there is a trough, there will eventually be a peak. The
issues were addressed, agreements were made, and that original enthusiasm was
restored.
Our
team was originally set up like this: Edwin (Team Leader/Story Engineer),
Patrick(Artist/3D Modeler), Bryan(3D Modeler), Paul(Artist), and
Mike(Programmer). This division did not become a “Bible.” Everybody in our team
did their own parts, but did not stop when their parts were finished. Where
there were open opportunities to work on other parts, no one hesitated to help
(unless one did not have knowledge of how to complete the task at hand). So,
our team is made up of individuals dedicated to picking up excess slack in
order to keep the whole team on tempo with our development process.
I,
Bryan Beasman, have been put in charge of part of the 3D modeling within our
game. The 3D assets included within the finished prototype of our game include:
the main character, enemy robots, weapons, and buildings. Of those 3D assets, I
produced all of the enemy robot models including the Maverick robot, the Tank
robot, the Flying robot, and the Exploding robot. I also produced the “flash
gun” the main character is holding, as well as some of the town buildings and
houses. Since I am aspiring to become a professional 3D modeler, these models
will make great additions to my file.
Overall,
this has been an amazing semester! It has been an honor and a pleasure to work
with my team members on such a great game. We have been through the ups and
downs, but nothing can take down the Fleet!
Bryan Beasman (3D Modeler)
Bryan Beasman (3D Modeler)
No comments:
Post a Comment