Semester Post Mortem
* Where did you begin, and where did you end up?
It feels like I was another person when we started this project. I would never have guessed that we were going to make a rhythm game that uses a guitar controller and a dance pad when we started the semester. We actually made plans for the kind of game at the end of junior year. We didn't end up following the plan at all but that's probably for the best.
When we made our plans we were fresh off working on a very asymmetric slow horror game that wasn't particularly fun until the very end. After that we wanted to make something fast and action packed that would be fun to play and to work on. When we had to come up with 20 ideas we came up with 15 solid ideas for games that were fast and action packed. 4 bad ideas and we still needed one more so I suggested a game that is controlled with a guitar hero controller and a dance pad so that we could be done. It was an idea that has been rattling around in the collective conscious for a while so I figured someone had already made a game with that concept.
Obviously we ended up going with that idea but we never would've if we hadn't prototyped two other concepts and realized that they weren't working out. We were only required to make two prototypes but we took the risk and decided to make three to assure we'd end up working on something we'd enjoy working on. This was a good move since Guitar Dancer was our third choice and would've not been prototyped.
Deciding what game we were going to work on wasn't easy but once we got started on Dan Shredder I saw buy in from the team that I've never seen before on any team I've worked on. Everyone worked long hours to get the game to where it is today. Thanks to that we now have a very good game early build, an expanded team, and a lot of work ahead of us.
* How did you, in your individual role, contribute to the creative process of the team?
I came up with the idea to use the controllers but I my original vision for the game is nothing like what we have now. That's a good thing. That's not my job for good reasons and I needed the buy in from the team and make it the teams idea, not mine. We had lots of design meetings early on and everyone participated in those fully in order to design the game before we got into full-swing production. I can't remember the specifics of what I contributed but I know I did as did everyone else. I also wrote the majority of the dialogue and made the name because I was qualified to do that and it gave me something to work on during the work meetings. I did a good job with it I think despite the fact that I assigned those tasks to myself for utilitarian reasons.
* Describe an instance (or more, but one will suffice) in which your contribution required you to think deeply about how another member of your team was approaching his or her tasks? That is, describe the understanding about another facet of the game development that you achieved—not merely what another team member asked of you—to complete your task effectively?
I don't really do deep thinking. I'm a pretty shallow person to be completely honest. One night I stayed up with the programmer just to make sure he got his work done. It was entirely self interested but everyone acted like I did something great by staying up to peer pressure him into doing work. We both had the same interests though so he really respected me for just staying in the labs. I guess what I learned from that was that people can appreciate pressure, which is good to know as a manager.
* Why did you make certain key decisions (describe at least three of them) throughout the course of the semester?
1. Why did we make 3 prototypes?
Fear, we were afraid of being committed to a project we didn't enjoy working on. We were just playing it as safe as we could while still being able to meet the challenges.
Fear, we were afraid of being committed to a project we didn't enjoy working on. We were just playing it as safe as we could while still being able to meet the challenges.
2. Why did we choose to work on Dan Shredder over the other games?
One of the games wasn't coming together design wise. No one could agree on what the game should be and it was clear that we weren't coming together. The other game was boring compared to Dan Shredder. Dan Shredder we knew would turn heads even if it failed spectacularly.
3. Why didn't we have fixed meeting times late into production?
We were working very well without them and doing the same thing at the same time every week makes it less fun. If things started spiraling out of control I would've held fixed time work meetings.
4. Why is the plot of the game what it is?
We were running late on our milestones so we grabbed the most obvious narrative and ran with it. This is an example of something that could've gone very badly.
* What takeaways do you have from this semester as you head into production mode next semester? Address this question by discussing lessons learned—either through success or failure or something in between—more than technical skills developed.
I feel like I'm an alright producer now. I think this can largely be attributed to not being on a team of leftovers for the first time in my life but people are treating me with respect now so I think other people think I'm a good producer now too. I'd say the biggest reason for that is that I decided to have faith in what I've learned. There is an element of being manipulative to being a producer that I don't like. It was stopping me from doing my job: manipulating people to do their work and communicate. I got over my aversion because I realized that what I'm making people do is what they actually want to do they just need a little nudge to get over the initial inertia.