The semester finally ended and it's finally time for a much needed break. Right before Finals all the work really piles up and it can be a daunting prospect. In fact, it's usually pretty easy to spot the noticeable change in the atmosphere. Speaking as a game degree student too many students come into the school not really realizing how much work it really is in the game industry. It gets really busy at the school and I know that it's nothing compared to how much work will actually need done out in the real world. Many end up cracking under the pressure and just kind of give up. So if you really want to take this rout, it's best you understand that this job isn't about just playing games all day or coming up with ideas. In the end though, the work feels really rewarding. Particularly when you finish a project and you can finally play through something that you helped create. Plus, it just happens to actually be a lot of fun. When you realize that, you almost feel bad for the people that really couldn't make it past the shattering of the delusion that the game industry isn't just about playing games all the time.
It has finally arrived! The end of the semester is finally here. It has been a long and hard road this semester but with great rewards and outcome. This semester I was able to get a playable demo of my game "Booty Bandits". For one semester of aggressive work to get a semi polished demo of a game that is still in production was quite an achievement. There will be a video of the game soon on youtube and i will post a link later.
One of the focuses of Game Design at UAT is the simple idea that you need to understand each aspect of game design. So while knowing how to design each aspect of the game is important, it's just as important to understand the programming and art aspects. For myself, while I really enjoy the design aspects I have also discovered that the programming part is a lot of fun too. The art aspect on the other hand is something that I find I don't have the talent to accomplish. That isn't to say that game art isn't important though. In fact, I love just studying the art of games and I believe it's a shame that it's not more widely recognized. While game art is becoming more and more recognized as time goes on, it's still not as appreciated as it should be. One group of artists that continually have me marveling at their work, are the artists responsible for the Witcher series.
So before coming to this school I had created some other games before, however this past week I created what I would call my first video game. I needed to create it for my mid-term in one of my classes and didn't have a lot of time to make it. The time crunch though is pretty common in the game industry so I suppose it's something I should get used too. Anyway, it's nothing particularly special, it's just a top down shooter that tasks you with piloting a Narwhal through space as he fights the evil forces of The Water God with his Laser of Narwhallen Defiance. I programmed it all in Flash which was a bit of heavy task for two reasons in particular: 1. I've never programmed anything in Flash before and 2. I was essentially the only programmer which is quite frankly a lot of work even for a game this small.
My name is Robert John Pratt, I go by John, and I'm a new SA here at the UAT. I just moved to Arizona at the end of August of 2013 so I'm still getting used to the area. I came from State College which is right in the center of PA, or you might better know it as Penn State. I'll refrain from actually commenting on Penn State itself, since anything I have to say about it would be... lets just say less than nice.
Been working around the clock it seems on my Booty Bandits game. After redoing the layout of the Game Design Document (GDD), I did more work to prepare the game with some bad guys to fight. Going to be working on another bad guy for the game as well to build up some variation for the demo.