I'm the project manager for my team and we will make a playable, creative video game by the end of the school year. Being the project manager, I have the responsibility to manage my teammates and the work that we're doing. This entails creating a board on a website named Trello, specifically built for ensuring that teams function well.
I was a bit skeptical at first, but I've grown to like Trello over the past few days. At first glance, it's a convenient and organized place for a to-do list. In reality, though, it's much more - you can automate movement of tasks to different sections, label individual cards, and even put links to Google Docs. Think of it as a bulletin board but online and with superpowers. Trello can help my team be efficient in communication and staying on track for working on tasks to develop our game. I, as the project manager, decided to organize the board in a certain way: I used the default "To Do," "Doing," and "Done" sections, but added a couple pertaining to our team website to brainstorm logo and name ideas. Our organization will surely help us stay on track and finish tasks in a timely manner. Prior to using Trello, I had no idea of the momentous impact that project management software has on teams, in the video game industry and elsewhere. I can't wait to see me and my team develop a game together with the utmost efficiency using Trello. Summary
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Every game is made through a team - a cohesive unit of people working separately on unique tasks to create a game. I believe that I would be most effective as an asset artist. I've come to this decision based on my skills and the skills of my teammates, so I predict that being an asset artist is an achievable goal, but I will maintain flexibility to ensure that everyone on my team is happy with the final assignment of roles. Firstly, I think that I have the required skills to be a proficient asset artist. Although I am a capable 2D artist and passable programmer, my true skills lie in 3D modeling. I know how to do an array of processes in 3DS Max, and I flex my versatility in Maya. Within specific software programs, I can do lots of things ranging from creating complex editable poly objects to performing unique operations like splines to better make detailed assets. To overcome obstacles, I can make use of creative workarounds to diminish the problems I experience. My modeling skills are certainly on par with where I should be to be a good fit for an asset artists, and my uncanny ability to mold objects as I please should be of great assistance when creating game environments. While creating an outpost game scene recently, I showed my prowess in the aforementioned field, proving that I can be a great asset artist.
Some of my teammates outpace me in other fields - Brian is a terrific 2D designer, Collin is a competent coder, and Madison is a wonderful writer. Thus, I can fill in the gaps and cover 3D design. With my 3D modeling skills present to their fullest extent, my team can complete our goal to create an original and playable game by the end of the year. For us to reach our full potential, we need me to be an asset artist. Summary
If you've read any of my blog posts, you might know that it's not unusual for me to release a tirade of sentences about the Unity Game Engine. However, a recent project that I've done is definitely my favorite activity so far in Unity. Sometimes, coding can get really frustrating, but in this assignment, I avoided it entirely.
I recently made a game scene in Unity, molding an island and modifying three outposts to place into it. It was refreshing to be back in the game engine, especially now that I didn't have to bear the burden of lots of programming. Making use of components - i.e. modular design - was much easier than I expected, allowing me to simply construct and texture the outposts within the game scene. It's a real chore to individually create and assign textures to everything in a particular group of models. It was indeed amazing to just drag and click materials instead of going through a tedious process (after I resolved a couple technical issues, that is). I've always liked exploring and building worlds, in everything from writing to video games to real life. I found it soothing to create terrain in the Unity Game Engine and adeptly mold it to my interests. My team's game idea revolves around terrain somewhat similar to what I created - a forested area surrounded by mountains - so I hope that what I made can help inspire us and possibly provide myself practice for making our game idea come to fruition. I also really liked using pre-made free assets from other people via the Unity Game Engine, which is something I plan to take advantage of in the future. Summary
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AuthorHI! I'm a 12th grader and on this page, I will blog about me and what I'm going through, both in Game Design class and in life. There are a mix of required blog posts and personal reflections, which you can sort, among other things, below the disclaimer and archives. DISCLAIMER
The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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