The Public Playtest!
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Things Are Coming Together
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Whew! It has been quite a week working on the thesis game. We made a lot of headway with the project and I think we are ready to go into full-on engineering phase, building the prototype. Oh and there is also concept art as well! Want to see it? Read on!
The Theme for Our Game
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I battled with this for quite some time now. In the beginning, this game was about breaking a loved one out of prison, then it changed to somewhat of a heist game. Neither one of those ideas is a great hook for a student game though. Both of them are still in the ranged of AAA titles which is something that this project does not want to exactly be. After all, this is the opportunity for this team to make a game that we all care about. In previous meetings, I had everyone think about what they would want to steal in the current world. Read ON!
Ubisoft's Feedback on Reveal
We got feedback on the design document! Overall, they are most concerned about scope with our game. In particular, they mentioned that combat may prove to be very difficult to build. Jason and I (designers on the game) thought this would be their reaction to our design document. We shall not fret though! He and I are meeting this coming weekend to look at reducing the scope of the game and finding the fun fast.
Team Assembled, Let's Get to Work!
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Today was the deadline for our cohort to choose what games they want to work on and form teams. After a weekend of intrigue, the games have been chosen and teams are assembled. There are four games being prototyped right now. What are they? Read ON!
"Reveal" Doc is Now With Ubisoft
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Thesis Games Are In Our Hands
Today went a bit strange. After giving formal feedback to each presenter from Tuesday, we were then told how the thesis projects were going to be picked to be prototyped. Basically, the entire cohort chooses which projects they want to work on and prototype to the next stage. Teams must be a minimum of 5 people and a maximum of 12. I was a bit scared about this at first mainly because I did not want Cellblock to be killed because everyone wanted to work on their own ideas. I wanted it to have a fair shot up with an unbiased audience. I was proven wrong, however, because when we were told to break from class and talk about assembling into groups I had four people approach me about developing Cellblock. I am super pumped about that. The one catch is that we need to wait until class on Tuesday to officially head off to the races and begin production on the idea. Everyone on the team already has great design ideas about the game and I am so excited I can finally give this project to a team who is passion about making it. It's not my idea anymore its the teams.
