Wow. What a
year. Mami has been through a lot these past few months. It has seen people come and go, lore written
and dismissed, art created and discarded, mechanics programmed and removed, and
countless other iterations come across the project life-time. There are some things Mami still needs, but there are so many more things that the game
has accomplished.
Starting the academic year, there were a lot of decisions to
be made. What mechanics could be applied
to the game? How detailed is the
story? Levels? Engine?
Art-sound-etc etc etc? Some of
the most important insights into what would later evolve the title came about
in September, October, and November.
However, scope is the five letter word of the industry as
far as I’ve experienced. Thus, the time
not spent on the programming and implementation backbone of Mami was too great when compared to what
the industry uses now as a production process.
Those assets, though, do bolster an impressive library of material that
clearly defines the world Team Squaybies created, and the assets are always
there for future reference or use.
Referring back to implementation, that brings me to my next
topic: skills that are needed in a game development team, and the life-span of
those skills. Throughout the year, we at
Team Squaybies - an assemblage of technically nine individuals to six by year’s
end - had a various assortment of skills to bring to the project.
What was desperately needed was more programmers. The chief coder was a beast at AS3, but he’d
been working with the language for a year previously in a professional setting;
Team Squaybies’s project manager knew a little bit, but otherwise was regulated
to very front-end manipulation; I myself know plenty of code, and picked-up the
language of Adobe Flash quickly, but I was still not on-par with the primary
programmer, mainly slowing down his progress if I tackled a problem alone. Coding was important from start to very
finish, and having more coders with a previous familiarity of the tool of
choice is not a make-or-break situation for game development, but it sure darn
well makes things more efficient!
Now, what about the art direction? To start, we lost our audio skill at the turn
of the calendar year, though he did do excellent work prior to his leaving. Would more work have been required of him the
second semester? I can’t say. I also can’t say if it was overly detrimental
to the outcome of Mami, but it just
shows that the pool of audio talent that the game projects groups have access
to is quite slim.
Moving the art focus forward to what is more traditionally
considered art, the visual concepting phase of the project was by far too
long. Some persons were doing over an
hour to turn out one half-finished piece of concept – when put into the context
of working being done in only two-hour working blocks three to four times a
week, that is ridiculous. I have good
faith that anyone in a design studio would happen to agree.
Now, try combining the visual arts, level design, narrative
brainstorming, and other miscellaneous fields outside of the implementation
track (e.g. programming). These fields
far outweigh the number of people capable of bringing about a game, and within
the game projects course here, last on the employ of a team for the entire
year. I may be horribly biased, but a
great number of non-implementation individuals are needed at the start of game
development; halfway through the development cycle, I could only see maybe one,
two, or at most three persons of strong artistic intent. Everyone else should have multiple skills,
transferable between development teams!
Well, I’ve ranted enough.
Team Squaybies really pulled a good project together this year in the form of Mami. The team was fairly solid. It was a great time, I learned a lot, and
will be taking the best of my new knowledge to help create a game I designed
for next year. But now, here’s to
creating great gaming experiences, and taking care while doing it!
Stay tuned for a possible update to my Mami adventures, where I go into the details of what I learned, what I did horribly, and what I believe to be good work on my part. See you then.
P.S. Please comment
on my thoughts of the past year, the issues raised, your own experiences in
teamwork and project development, or ask any questions you may have. If I missed anything, let me know!
Playable build for your readership? I look forward to seeing what you come up with for your project next year.
ReplyDeleteI'll make a playable .swf post a top priority; look for it in the next week!
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