Game Design Studio – Final

All good things must come to an end and today we had our final presentations for Game Design in which we had to convey the full working project with only a week left to polish it off and hand it up. My past couple weeks had involved coming up with an artist statement for my project, including why was I doing it and what did the data I was visualizing represent. Overall I was happy with the final result and that I was pushed to take the tougher route and not only make a game in Unity but to have it represent something meaningful to myself, something completely out of my comfort zone.

Game Design – POC

Today, we had to convey our proof of concept for the Game Design Studio module. A process I had been tinkering with for some time, ever since I decided to take on the challenge of using Unity for my project. An interesting and intuitive piece of software but when it didn’t work, it really didn’t work and the learning curve was huge. However, I still managed to get a ball floating in water which may seem simple, it was anything but.

Screen Shot 2018-04-29 at 23.06.16

 

Game Design Studio – The Beginning

To kick off Game Design Studio, we were to give a pitch on what we planned on developing throughout the module. I was a bit wary at first as I do not have much coding experience, most definitely not enough to keep up with some of the game design students in the class. I also didn’t really want to create a game, it just wasn’t something that attracted me. What I pitched was a shot in the dark and I wasn’t quite sure how it would turn out. I wanted to create what would be seen as more of an artistic piece, a game in which you would play an object that moved through the ocean that is controlled by real time data gathered from wave buoys. This was to convey the chaotic and non-linear behaviour of the natural world. Surprisingly, my lecturer was really fond of the idea and urged me to keep going down he path I had taken.