Final Class Reflection

Earlier this year, I actually took a narrative theory class that I think had a lot of philosophical overlap with this class. Since I did take this class, I thought about game design more in terms of narrative before taking CS 247G, but also because I am simply more inclined to narrative-based games to begin with. I was aware that game design had a lot more to it than its narrative aspects, but I didn’t consider it very accessible to me since I am bad at skill-based games.

During this class, I got to build games that I myself would like playing. I think that starting with making a social party game was very helpful as a first dive into game concepts. I am someone who is very pedantic about the formal elements of a medium, so I took great care in organizing the print and play of it. For the second project, I got to make a visual-novel-esque 2D pixel RPG, so that was also up my alley. I really enjoyed learning how to make pixel art sprites.

The class concepts that stuck with me the most are definitely the 8 types of funs as a framework to understand games and how to make smooth level design.

For the first project, I handled the aesthetics in my area of expertise of visual art by creating silly and approachable art, so the social aspect of the game was emphasized. Everyone can enjoy silly ducks and geese.

For the second project, which actually had level design, I wanted to be deliberate and have each room be its own level, but due to the scope of the game, that wasn’t fully realized. I do think that there is a good degree of a logical flow between the rooms though.

For the future, I’m trying to implement this into my work by deliberately considering what aesthetics I am aiming for and how each aspect of a game contributes or takes away from that. I really want to hone in on my art direction skills in regards to this. As for level design, I think it’s very similar to the idea of pacing in a narrative, which I am bad at in my writing. I also want to be deliberate with where levels are divided.

The biggest challenge, as per usual, is myself and my self-sabotaging tendencies (procrastination and cramming). Being in a group project definitely helps to keep me more accountable, but it was still an issue for me unfortunately. Otherwise, I do think it can be stressful when you’re working with equally passionate people since it’s clear how much everyone cares and believes in their ideas.

I think I grew as a team member. This was one of the most communicative teams I’ve ever been on, which was lovely. I learned a lot from that.

Next time whenever I get back to game development, I hope that my next team is as wonderful. I plan to carry that energy with me. I hope that if anything, my games feel very intentional.

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Comments

  1. How lucky you were to get a great team! It makes such a difference… remember that when you are interviewing for jobs. And I get you on wanting everything to be “just so.” But sometimes getting things done is what we have to do!

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